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Newcomers DBPro Corner / Welcome to the Dark Noobs Game Team (DBPro)

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Ashingda 27
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Posted: 8th Jun 2009 09:54 Edited at: 26th Jun 2009 07:20
As we are nearing the completion of our first Dark Noobs project, I decided to create this thread because the other one got turned into a project thread >.< how'd that happend?

Anyways the title of this thread is stolen from Obese's idea as you may or may not have notice was the original creater of the Dark Noobs team in DBC.


The DarkNoobs Team is a Game Development Team
Our goal is to experience, learn and improve our skills or you can also help out.


Principles of the Dark Noobs Team (Ripped from obese)
1. The team is always open to new members, anyone can contribute no matter what their skill range.
2. No one person owns or will ever own this team or anything produced by this team; it belongs equally to all team members.
3. A project leader will be nominated for each project, whom will have the final say in any decisions concerning the project, including the recruitment and dismissal of team members, for the duration of the project. If the Project leader is no longer active then another member will act on their behalf.


Entry Challenge (Ripped from lucifer)
To enter into this group you must show some aptitude on the basics of DBP, your entry must include

* Basic Text (input, output)
* Basic 2d (line, dot, circle)
* Basic Sprites (rotate, offset)
* Basic 3d (cube, sphere, .x)
* Basic 3d Transform (position object, rotate object)

Try your best to display atleast one of the options in each of the brackets, if you need any help with this just ask and somebody will be straight on to it..


Current Team Members
1. Kira
2. Pillarofire
3. Rudolpho
4. Ashingda (me)
5. zilch
6. lucifer
7. Warspawn


I'd like us all who worked/helped on the first project to give a feed back on your thoughts about how it went. Any suggestions, advice or even complaints are welcome also.
Ashingda 27
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Posted: 8th Jun 2009 09:56 Edited at: 8th Jun 2009 10:16
I'll start off with the first one I guess. Forgive me for my double post but I just thought it'll look better if this was separate.

This project started and flowed supprisingly fast as this is the first time most of us have worked together. I have to applaud Pillarofire as you really help move things along and I learned a great deal from you!

This project seems to be taking about 3 months to complete, I was in the first Dark Noob project in the DBC fourm and compare to that, this one is very fast as a first project.

I must apologize as I was very inactive during the start of the project. I got side tracked by playing video games instead of making it >.>

I dont have much complaints at all as I've seen much worst. Guess I'm my own worst enemy.


Here's a shout out to the team.

@lucifer - Poster of the project thread, came up with the project idea and ploted the first actual codes. You did a great job compiling together our codes, also that logo is darn nice.

@Pillarofire - You were pretty much the roots of this project. You offered the team much more than just codes.

@zilch - Awsome work on the planes. Yeah you're not the only one who didn't know what UTDs are, I had a hard time but I eventually learned to use it .

@Rudolpho - Sweet music, you blew away my expectations. What did you use to make it? I kinda coded over your plane tilting code with my AI routine, hope you dont mind. Your DNG entry was on a way different lvl than mines lol.

@Kira - Came in late but you took on alot of work quick! Awsome button and terrain functions btw. I stepped on your toe with the sprite issue multiple times, I'm sorry about that, will never happen again.

Also thanks for support from Virtual Nomad and James H
Kira Vakaan
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Posted: 10th Jun 2009 00:08 Edited at: 10th Jun 2009 00:08
Quote: "I stepped on your toe with the sprite issue multiple times, I'm sorry about that, will never happen again."

Aw, you don't have to say that.

And I think you've forgotten somebody...

@Ashingda - Great work on the powerups and project management in general. While everyone disappeared for a bit there, you were still going. You've been very devoted and without you, I don't know how far along we'd be right now.
kuljot
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Posted: 10th Jun 2009 07:55
hey guys where can i download ure work.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
Ashingda 27
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Posted: 10th Jun 2009 09:06 Edited at: 10th Jun 2009 09:07
@kuljot
Visit the "Dark Noobs Pro (ject)" thread to download the project.
Ashingda 27
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Posted: 16th Jun 2009 17:55 Edited at: 16th Jun 2009 17:56
Project one is done, time to whip up ideas for project two.

Ideas summited must come along with a program that works and gives a good enough example of it. Who ever's example is chosen will become the next project manager as they already have a good idea of how to manage that project.
Kira Vakaan
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Posted: 16th Jun 2009 22:08
Ooh, I don't know how wise that is... Project manager is an important role and people might have good ideas, but don't have the time or devotion to manage the project. Maybe we should offer the choice of the position if the person with the idea feels they can make the commitment?
Ashingda 27
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Posted: 16th Jun 2009 23:44
Yes good idea, a Project Manager has the option of handing their task to another.
lucifer 1101
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Posted: 17th Jun 2009 03:37
hello all..

Thankyou for the comments Ashingda very much appreciated, although i feel i didnt live up to my own expectaions and let the rest of you down im my dissappearance..

I believe that this group would be better geared to make soem community functions instead of full games

1. It's quicker to do
2. It easier to manage
3. And it still helps everyone to learn

In doing these functions, we will make them and an example program to go with them.

We need to teach structure, eitquette and efficient coding rules, and i belive making functions instead of full games will benefit more than just making a game with hundreds of confusing lines of code..

My first idea for the next project will be a set of GUI Functions using the basic 2d commands (maybe some media)

i will try to mock up a couple of basic functions and them we can explore them as a team if my example is chosem by the Adjudicator Ashingda27...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Posted: 17th Jun 2009 05:43
Hmm, so I totally missed this thread. But I think lucifer 1101 (... what is that binary?... anyway) has a good idea. We should definitely be aimed toward assisting the community, and what better way than to teach structure, etiquette and efficiency, by working on functions that benefit the community. But I foresee many losing interest in offering their time if indeed that is our final goal. Its just more thrilling to work towards a hrmm, fun project. But, we could establish a long term code base of functions that would definitely benefit the community by working on specific aspects of a game, and steer in the direction of a completed game. For example, we work on functions that would be common to any FPS, or RPG, and build a working library of those functions so that others who need to jump right into developing could use them, and worry a little less about programming. Meanwhile using what we write to make the respective game.

BTW I apologize for the absence also, it just cannot be helped.
lucifer 1101
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Posted: 17th Jun 2009 07:21
Yes that would be a good direction to go, were there any non specific functions in the last project we did, if so we should include them in a new post of our community functions..

As soon as i have my button function ready i will post it, im currently having some problems returning a variable from a function...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Ashingda 27
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Posted: 17th Jun 2009 08:28 Edited at: 17th Jun 2009 08:33
Working towards the community is great and all but I'm really only interested in coding games. I'm afraid I'd loose intrest really quickly if otherwise. I want to lean more towards RPG, I've begin working on an example program right now.

I forgot to mention but the original Darknoobs team was a game development team, maybe I should post that on the first page too.


@lucifer 1101
Everyone has a say on what project is chosen, not just one. It requires a team effort anyways. A single person has so many obsticles in the way such as work, family, school, procrastination, laziness, personal problems, etc...


[edit]
While making games we cam also share around the usefull functions that we learned. We may make more functions this way as it's easier to know what you'd like as a function when it has an immediate use.

Ohh and I'm glad to hear from you guys again. ^_^
lucifer 1101
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Posted: 17th Jun 2009 12:42 Edited at: 17th Jun 2009 12:44
yes that is pretty true, i cant wait to see your example..

anyway heres the medialess button example use

i have also added in a clickrelease function for when you want it to act after you have clicked...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..

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Kira Vakaan
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Posted: 17th Jun 2009 21:48 Edited at: 17th Jun 2009 21:52
@lucifer 1101:
Welcome back! Pretty cool medialess button, but I noticed a few things. First off, and this is just a tiny, meaningless thing, you define variables for color values that will never change. I suggest you use the #constant keyword. Secondly, you use two global variables to determine when the mouse has been released and to determine which button has been pressed. This is fine, but I also see that you have functions returning these values. If it's global, it doesn't need to be returned, as any other function that needs the result of these functions can use it already. Finally, I noticed that in your MouseRelease() function, you use the wait command. While the program is in the main loop with other things that could be happening in the meantime, it's never a good idea to pause execution of anything else while it just waits. I've modified your code and implemented a GUI flag system to control all of this. Here it is:

I hope I don't sound harsh... I say what I do in the interest of group learning. I feel that's important for people to understand with any criticism.

In my system, I use a dword variable called GUIFlags to store up to 32 flags, one in each bit. I wrote three little functions to get/set/clear these bits so people don't have to mess around with the masking and whatnot. If anyone has any questions about anything I did, please ask.

Edit: Some typos in the code. All fixed now.
lucifer 1101
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Posted: 18th Jun 2009 02:29
Because of my "away time", i have had to go and relearn most things that i have already learnt, thankyou for clearing it up for me, that was my intention of putting it up, so that other members could refine it until it is very useable....

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Kira Vakaan
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Posted: 18th Jun 2009 03:59
Very understandable. Hopefully you'll back up and on your feet soon.
lucifer 1101
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Posted: 18th Jun 2009 06:04
Ok Ashingda, i thaught a bit on what you were working on and i started a couple of functions to help with item management in an rpg, although it isnt finished, nor anywhere near it (someone can try finishing it, i would be glad) it shows how to go about it anyway...

i hope you like it and maybe we could all use it some time...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..

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Pillarofire
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Posted: 18th Jun 2009 09:25
Alright for starters, I say we make a working GUI system. Who's in?

As some suggestions the System should be completely self-contained, contain minimal resources, and be expandable to suit many different situations. For instance; It should be able to handle a Minimap, or HP bar, or an Ammo counter. It should have a pop-up menu and a text editor, and all be completely customizable by using a few images. We should cannibalize the GUI from 1945: Birua; but expand on it to make it more expandable.

Before we start we may need some variables to be global, but to avoid any naming collisions in the future, Lets prefix each global for the menu system with a unique string of characters. Like "gui_"... or something more intelligent perhaps.

Step one is to make a foundation. A Frame, or window... if I dare call it that. The frame should have a title bar, be made out of a particular imageset and be able to be moved, closed, resized, or locked to a particular size, and don't forget ghosted.

func MakeFrame( x, y, title$, imageset$, sizable, transparency )

This of course brings up some design issues. If this system is to be portable and if it uses its own image resource then it would make sense to make a universal resource management plan, that would allow us to load resources(images, models, etc.) independent of the system being used.

The easiest way I can think of to do this is to use not care about what number the resource is, by tracking it with a variable. Kind of the same way we used constants in 'Birua', except we use a function to find a free resource value and assign it to the variable.

Finding a free resource is easy just adapt the resource to this simple code.



In this way if we have 15 images and delete image 12, then that will be the next free image returned.

If this is the accepted course of action I will compile all contributions to the system, as they are submitted.

Just a little time rough coding I came up with this: IT WONT DO ANYTHING just read the code and try to understand what it WILL someday do.

But the basic idea is that there are frames, and there are buttons here. When you create a button it is added to the specified frame, and then in the Render function the button will be drawn on that frame. So button X, and Y are relative to the parent frame. and all handled within the system.

Also there are no gosubs, or subroutines, Just functions, so that it doesn't matter where you might need a Button, or a frame, you just call the functions.

lucifer 1101
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Posted: 18th Jun 2009 10:11
seems like a good idea to me, then later on we could incorperate the system into our projects..

Once we decide on a project manager then we could start a new thread and push this preject on (if we get enough votes for it)...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Ashingda 27
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Posted: 18th Jun 2009 16:04
Yes that will be very useful in our projects. I'm almost done with my example, will post it up sometime today.
Pillarofire
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Posted: 19th Jun 2009 02:19
@lucifer 1101:
I gave a look over your example. Very good, you are understanding the power of separating a program into functions, you demonstrated a good knowledge of select-case, and you have got program structure coming along very nicely.

I might suggest making this a stand-alone system, by using only functions to display items inherent to this system alone. For instance, in the do-loop you cycle through the options to print them, when you could separate them from the main loop using a function like:

EnterShop()

In the main loop you should not have to worry about what selections to choose, you should worry about writing the game flow.

Another thing on your coding style, Its just my personal preference to indent all contents of do-loops and if-endif nests, its just easier for me to read. But otherwise, very good work, You are making good progress.
Pillarofire
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Posted: 19th Jun 2009 09:18
I've expanded off of my previous code. It's not completely functional yet, but I'm taking a break so I'm going to post it.

Scroll the wheel to re-size the main frame.

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lucifer 1101
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Posted: 19th Jun 2009 09:53
1 big problem i found was that the images didnt fit together properly..

Other than that is that how the resizing will be doen or could there be a way to mouse drag it...

anyway i put my vote to that example and would like to work on several gui functions...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Posted: 19th Jun 2009 10:57
@lucifer 1101:
Yes im aware of that, I havn't yet coded a functional filler tile for the frame, but the commented out portion shows basically how I plan too.

I tried to copy-paste the code from Birua, I watched the framerate plummet to like 45. I was like WHAT! then I read the code. It turns out that in the previous gui code for Birua, the tiles were being drawn every pixel, which solved the minute gap at the end, but at a ridiculous cost to performance. I didn't notice it sooner, because I didn't read the code, and there was no noticeable framerate drop because of the menus implementation in Birua. So this way is a better way to draw the tiles.

Come to think of it that is also the cause of the strange, "Click the button a few times" bug that I havn't been able to figure out yet. Because I'm positive that the choice system implementation works, I was just unaware of the massive performance issue.
Ashingda 27
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Posted: 19th Jun 2009 17:04 Edited at: 19th Jun 2009 17:33
Sorry it took me a while, was trying pretty hard to finnish the example yesterday but it was more work than I'd imagine. It was a bit difficult to convert some of my functions from DBC.

So the game is supose to be something like the old FinalFantasy games. You move around and encounter random battles, I haven't touched battles yet. Zoning from one map to another is not done but I have an idea how to do it.

Movements will be simple and Story will be extreamly short as we just need to learn how to make it work, dont have to be a perfect game yet. Collision is also simple tile based.

I didn't use UDT in the example as I'm still not fully comfortable with it yet. But I would much prefer it.

Graphics are cheap as Heck for now.

So what do you guys think?

NOTE: Try not to move the character befor the FPS can update. The overall game speed timer is based off the FPS.

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Pillarofire
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Posted: 20th Jun 2009 03:06
Very Interesting there. I like the Map Editor it has more refined features than any of my map editors usually have. I hate hard-coding GUIs. I will look at it closer in a bit, but for a preliminary analysis, I say: Excellent start.

Can I ask a few questions? Well I hope you sad yes cause Here they come.

How do you plan on doing battles? Switch to battle screen, or Live enemies, or something else?

How are the maps going to be populated with NPCs, Towns, interactive items? And how expandable is your design for this.

Have you thought about implementing a scripting language? Maybe LUA? or another 3rd Party plug-in?

What direction are you planning to take this next? Next step? Next Function that needs written / next subroutine...

Do you need a UDT class?

Cheers though, good work.
Ashingda 27
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Posted: 20th Jun 2009 04:40
Thanks for the feedback.


Quote: "How are the maps going to be populated with NPCs, Towns, interactive items? And how expandable is your design for this."

I'm a noob, I have yet to figure alot of these things out. But judging from my expectations of the completed version of this which is very low quality, it's quite do-able. Adding new animation/tilesets are very easy to do and I made sure of that.


The next step is to figure out zoning, going from one map to another. Then placing Npc onto the map.

Battle will be traditional rpg, switching to the battle screen.

Yes will need a UTD for the Npc and player. Class will contain values such as position on map, what image to use, animation frame(if walking), etc


Quote: "Have you thought about implementing a scripting language?"
I am inexperienced in this specific area, I'm hoping to learn/solve as we go.

Looking forward to seeing other game examples/ideas.
Pillarofire
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Posted: 20th Jun 2009 05:44
Quote: "The next step is to figure out zoning, going from one map to another. Then placing Npc onto the map.
"

Ok, so you create a tile that has a flag, when the player steps on the tile, the flag triggers an event. That event could be anything you code, from teleporting to another tile, to initiating a changeMap, or launching a loot screen, or shop screen.

This will require maps to have,(in your current setup) another layer for the collision/playerIsOver flag. If using UDTs I would have setup the map tiles array as MapTile types with the flag as an integer member.

Once that is instantiated you need to figure out what exactly you need to load to load another map, and exactly what you need to unload, so that you don't continually eat up resources. Then code a function that does just that. Then write a PlayerIsOverTile handler that performs actions based on the flags for the tiles the player is over.

At least that's how I would try to accomplish that, shouldn't be too hard.
Ashingda 27
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Posted: 20th Jun 2009 05:51
Yah it makes sense.
Pillarofire
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Posted: 20th Jun 2009 05:57
Here is where it would be nice to have the map as an object of sorts. So you can just say, "hey map, switch to this location", "hey player, teleport to here". Then the map would handle everything from loading, to displaying itself when you tell it too. The player object doing likewise.

So I know we need to wait for the other member to decide what the team works on but I would be glad to help work on this until that decision is made.
lucifer 1101
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Posted: 20th Jun 2009 07:00
heres how i think it could work.

Work on a few gui functions that can be used inside of an RPG then we make the small RPG..


everyones happy..

btw Ashingda i loved the example, but i still think that we should make some functions to help out in the future...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Posted: 20th Jun 2009 07:44
I can't stand being idle. I'm gonna work on both, when I get bored of one, I'll pick up the other one.
Ashingda 27
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Posted: 20th Jun 2009 16:28
If we do decided on a next project we should start a new thread for it, something like "DarkNoobs DBPro Project 2" as to not clutter this one.

The short RPG idea hasn't been decided on yet, unless there are still other ideas.
z i l c h vortex
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Posted: 20th Jun 2009 16:53
I think someone should make a darknoobs website it would be a great contribution. could be kept up to date on everything members projects existing project.

Thank you.

life is short but so am i
Kira Vakaan
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Posted: 22nd Jun 2009 22:54
I think a small rpg would be great. Also a great way to spread around any helpful gui functions that come out of it.

@Pillarofire:
Yeah, I wrote the button function for Birua and I had it draw the tiles every pixel to solve exactly that problem. Anyhoo, I just did some testing and holy crap does it kill the frame rate! I didn't realize. Sorry guys, had I noticed, I would've done something about it... I just never noticed the bug people were talking about 'cause my computer still managed to crank out 60fps.

I've rewritten my old button function from Birua and written a little example comparing the differences in performance.

On another note, I'm leaving for a big road trip tomorrow morning. I'll be gone for a month and won't have access to a computer in that time. I'll let you guys know when I'm finally back in town, but I think I'm going to have to sit most of this project out.

I thought I'd leave you guys with a working button though...

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Warspawn
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Posted: 25th Jun 2009 04:48
Hello,

I think I'd like to join the team. For my submission I will submit the small rpg demo that I made a few years ago for school. Since you guys have been talking about doing an rpg this seems appropriate. I always wanted to expand on this game, but never got around to it.

Here is the link http://forum.thegamecreators.com/?m=forum_view&t=77807&b=8 to my old WIP thread on it. Attached to this post however is the archive with all the media and the source code.

- Warspawn

-Warspawn

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Pillarofire
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Posted: 25th Jun 2009 15:57
YEAH! looks nice but the (N)ew Game was not intuitively obvious. The code looks very familiar, like a newsletter's code that was released around 2004? maybe?

Nice graphics and good work on the coding style, its uniform, makes sense and arguably most importantly, It Works.
Ashingda 27
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Posted: 25th Jun 2009 16:03
@WarSpawn
Very nice demo, but to be fair to everyone else the entry has to be
Quote: "Entry Challenge (Ripped from lucifer)
To enter into this group you must show some aptitude on the basics of DBP, your entry must include

* Basic Text (input, output)
* Basic 2d (line, dot, circle)
* Basic Sprites (rotate, offset)
* Basic 3d (cube, sphere, .x)
* Basic 3d Transform (position object, rotate object)

Try your best to display atleast one of the options in each of the brackets, if you need any help with this just ask and somebody will be straight on to it.."


I'm sure it'll be a piece of cake seeing how awsome your demo was.
Warspawn
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Posted: 25th Jun 2009 18:04 Edited at: 25th Jun 2009 18:33
Hmmm... I guess I don't follow, I thought my demo demonstrated pretty much all of those. Should I make a smaller demo picking one of those things that is more like a tutorial for it?

Let me know and I'll make it...

@PillaroFire yes, the code is based off of the huge dungeons tutorial #6, that's what I started with and expanded on from there.

Oh yeah, and if you guys want/need a website I can do that too. (I'm a web developer for my day job)

-Warspawn
Pillarofire
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Posted: 26th Jun 2009 02:58 Edited at: 26th Jun 2009 03:32
Hmm, I think Warspawn has "some aptitude on the basics" of DBPro. Though Ashingda27 is right there was no true demonstration of aptitude for 2 out of the 5 items; the code submitted demonstrated to me a clear understanding of the process involved in making a game, an understanding of modular design using functions, and knowledge of UDTs; these of which are not usually known to the one that does not understand how to perform such simple commands as the 2 not clearly demonstrated. Thus I believe allowing Warspawn membership would not deter group progression, and as such I vote that Warspawn becomes a member of the team.

Anyhow. It has been nearly two weeks since any progress so I'm making a decision. We are going to work on an RPG, and Ashingda 27 is the project leader.

@Ashingda 27 as team members we will look to you for direction on what you need written/ drawn/ modeled/ etc. So I suggest that you begin by assessing your current project, and then make a list of what needs to be accomplished. Post the list under a new thread as well as screenies to gain awareness that the DBPro Noobs are making an RPG! Yeah! I love RPGs. Remember to keep the tasks clear and concise, to avoid confusion and wasted talents. We will choose from the list of tasks what we want to work on, and then be responsible to you for said task completion. You will determine if it is worthy and then you will compile the task into the project. If there are two submissions of the same task, then just choose the best one( the one you like best ). You are the leader. So get busy, because I'm not, and that makes me unhappy.

@Team Members. Right well do your best to complete the tasks in the most efficient way possible. If you get stuck on something ask questions, that's the reason we are a team. Since sometimes someone else might have a better way of doing the same task, don't take that as an offense, but rather think about it. You are gaining invaluable knowledge that will progress your skill that much further. Would you learn the same if you were not part of a team? As always, be respectful of someone else's task submission. There is room for constructive criticism, not mindless dislike.

@Everyone Else. Please stand by the project should begin shortly.
Ashingda 27
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Posted: 26th Jun 2009 07:30 Edited at: 26th Jun 2009 07:33
@Warspawn
My bad I was in a rush earlier. Your demo is exceptional enough, Welcome to the DarkNoobs Team (DBPro)!


@Everyone
A new Project2 thread has started. I will be assigning task shortly. If you dont have a task, it means I dont know if you're active or not, just give a little shout and I'll have one ready for ya.
Warspawn
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Location: Arizona
Posted: 26th Jun 2009 08:23 Edited at: 26th Jun 2009 08:25
Ok, well, here is another demo which more specifically touches on the requirements, hopefully that will help with any other votes.

Edit: Oh.... well, didn't see that post until after

-Warspawn

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lucifer 1101
15
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Joined: 26th Jan 2009
Location: Melbourne, Australia
Posted: 26th Jun 2009 09:36
welcome to the team warspawn, ill see you all on the other side (other thread)...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Joined: 31st Dec 2003
Location: Good Question, &lt;looks around.&gt;
Posted: 26th Jun 2009 11:10
Welcome to the team Warspawn

Look forward to making this next project.
Warspawn
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Location: Arizona
Posted: 26th Jun 2009 23:50
thanks, see ya there

-Warspawn
Softwizz
15
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Joined: 14th May 2009
Location: U.K.
Posted: 3rd Jul 2009 19:07 Edited at: 3rd Jul 2009 19:09
Howdy
I am going to start coding my attempt to join this group, I will post in this thread when its done.
Also I think 1101 is 13 in binary:


I can also setup and host a website as well as register the domain name.

Till my qualification coding is done, goodbye

Nothing to see here, move along please.

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