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Ok I''m making an RPG Game Editor and what I want to do with it create variable during runtime to temporary store infomation of character Data Item Data etc until the user save the data.
This is some what like RPG Maker 2000 but better and is there any tutorial anywhere for a tile base game I''ve read some here but those tutorials are for isometric tiles I wan''t a purely 2D style RPG Editor.
you can download a preview of it''s interface at http://groups.yahoo.com/group/K-Brew/
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
This is some what like RPG Maker 2000 but better and is there any tutorial anywhere for a tile base game I''ve read some here but those tutorials are for isometric tiles I wan''t a purely 2D style RPG Editor.
you can download a preview of it''s interface at http://groups.yahoo.com/group/K-Brew/
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
quote:
Original post by Dark_Icer
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
Actually, it does. If you''re new to programming and try to bite off more than you can chew, you''ll only get frustrated. If you do not yet know the basics of programming, I would suggest you put the project on ice for a little while and write smaller, practice apps to learn the tools of the trade. Then and only then will you be ready to tackle a sizeable project.
Your best bet would be to create an array that is the max number of those things you can have and just keep track of how many you have. So for example:
Then at the end you can go through the list of this items and save them. So something like:
You can do similar things with characters.
Of course this isn't a complete solution by far, but it may help you work out some things.
------
Andrew
[edited by - acraig on October 27, 2002 3:58:46 PM]
#define MAX_ITEMS 100
Item myItems[MAX_ITEMS];
int itemCount = 0;
//When a new item is added just:
itemCount++;
Then at the end you can go through the list of this items and save them. So something like:
for ( int x = 0; x < itemCount; x++ )
{
Save( myItems[x] );
}
You can do similar things with characters.
Of course this isn't a complete solution by far, but it may help you work out some things.
------
Andrew
[edited by - acraig on October 27, 2002 3:58:46 PM]
that is my sig and i have a lot of time on my hand I know a plenty of the basics and I find going over the basics over and over again more frustrating then trying to figure some new out. I like the act of discovering and as I learn I use my the infomation I''ve learn to do things by putting them together. After all I learn at a much faster rate by doing what is considered out of scope and love the challenge it gves me. So I''m really doing C++ for the fun of it, as a hobby and as a future career in game development.
This is just the way I learn it is the same to look at the source file of codes but better as people learn best by trail and error as well as to look at other works (either failed or completed) you''ll get a better understanding that way. Well that is how I learn and how I was tought to learn. I was tought to use as many routes as I can to learn something I really want to do.
Don''t worry, I''m not going to get mad or frustrated by what I can''t do (Ahem Windows API
) but I like to go onahead of time preemtively and see what challenges I have and try to take them on, and not all time I reach victory at first time, but eventually I always end up the victor in overcoming my limitations and weaknesses.
------------------
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
This is just the way I learn it is the same to look at the source file of codes but better as people learn best by trail and error as well as to look at other works (either failed or completed) you''ll get a better understanding that way. Well that is how I learn and how I was tought to learn. I was tought to use as many routes as I can to learn something I really want to do.
Don''t worry, I''m not going to get mad or frustrated by what I can''t do (Ahem Windows API
------------------
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
To acraig:
Strangely enough I was thinking up of the same thing I even tried it before I did something like this:
int MaxItems = 0;
...
Item ItemList[MaxItems]
and there would be some procedures that would add, subtract, move, and sort the items. The flaw then was that MaxItems had to be a constant. I did not want it to be a constant. So my next ideal was to create 2 (Actual and Temp)or perhaps 3 lists(Actual, Buffer, and Temp). But I thought of the memory optimizations and other using computers with less memory.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
Strangely enough I was thinking up of the same thing I even tried it before I did something like this:
int MaxItems = 0;
...
Item ItemList[MaxItems]
and there would be some procedures that would add, subtract, move, and sort the items. The flaw then was that MaxItems had to be a constant. I did not want it to be a constant. So my next ideal was to create 2 (Actual and Temp)or perhaps 3 lists(Actual, Buffer, and Temp). But I thought of the memory optimizations and other using computers with less memory.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
quote:
Original post by Dark_Icer
...
and there would be some procedures that would add, subtract, move, and sort the items. The flaw then was that MaxItems had to be a constant. I did not want it to be a constant.
If you don''t want it to be a constant you can do something like:
Item *myItems;
myItems = new Item[somenumberhere];
This will create an array of some length where somenumber does not have to be constant. So what you could do is create an array this way and if it is not big enough create a new one and copy over all the data to the bigger one ( this isn''t really a good method but may be a good learning experience
then when you are done with it you can use:
delete[] myItems;
You may want to do some research into the STL class Vector which allows you to push and pop things from a list.
Yes that is something that I am just starting to but I can''t seem to find any good tutorials on it but I haven''t searched all the tutorials here yet so I''m am going to try that for now then switch to those powerfull vectors.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
Perhaps you could try a linked list... many tutorials across the net on this... link lists allow you to create a new item while the program is running and there is no maximum size(except for what memory allows).
Some people may think linked lists may be a little over your head, but you say you like to learn that way, so I say go for it. Just read several tutorials over it.
EAX
Some people may think linked lists may be a little over your head, but you say you like to learn that way, so I say go for it. Just read several tutorials over it.
EAX
Ah thanks for the tips in collage, we are just looking into link lists I would had learned that by now but I let my friend borrow my book so I can read his book because the class is based on that book.(arry''s and link list is the day I was on, in my book Sams teach yourself C++ in 21 Days) now I want my book back his book seem more like a tech writing more then a tutorial and Tech docs are so ever boring. An really not very informative as a tutorial that give analogies of what you are learning. Oh what is the deal with name spaces I haven''t read up on namespaces at all.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
Just because some one is new to something does not me that they shoud not try to do something big with it, after all trail and error is what build experence and experence built is experence gain.
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