game-programming

It’s 2 AM and I can’t stop laughing at how aweful I am when I play Junkrat. Blizzard needs to make “Good Bye” voice lines specifically for this purpose.

  So I was planning out the main story for my game and came up with this baby: ‘Deumbra’. This will be a very important weapon in-game and it’s about time I came up with how it looks!

  Still no code practice today but that doesn’t mean I haven’t been working! I’ve been planning the game and working with Blender all day. I’ll continue to plan the story line out for the rest of the night but I have work tomorrow so I don’t know how much longer I’ll be up.

Programming Resources

Just a list of resources I’ve found across the web on learning how to code. Feel free to leave an ask/submit if you find anything so I can add it! 

I will continuously add more links so please check back whenever. :)

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A Video Game That Teaches You How To Code

“I think everybody in this country should learn how to program a computer because it teaches you how to think,” Steve Jobs said in a lost interview from 1995.

But for a beginner, learning to code from scratch can be intimidating.

Enter CodeSpells. UC San Diego computer scientists developed this video game to teach people how to code. The story line is simple: you’re a wizard that uses spells (i.e. code) to navigate through the world, fight off foes, and solve problems.

While experienced coders can delve deep into the programming to create some truly devastating spells, newbies can easily experiment with the simple drag-and-drop coding interface.

For more videos, subscribe to Fig. 1 on YouTube

anonymous asked:

Hi, my question is why would a developer lock a game at 30fps? I read that the new batman game was locked at 30fps for computers.

I’ve received a number of questions about frame rates and locking lately, so I thought I would try to answer it. At the core, it’s a technical problem about how much time you can set aside to do your calculations, and it isn’t very easily solved. This is likely going to be fairly lengthy and possibly technical. You have been warned.

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Glitchspace

Indie first-person platformer which requires basic modular programming skills to help navigate through the levels - video embedded below:

Glitchspace is a first person programming game that’s centred around a visual programming mechanic.

Set in a cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches. A world that would allow for infinite possibilities, and access across all systems in cyberspace through exploitation.

Through problem solving, it’s up to you how you approach the in-game challenges; find glitches in the cyberspace world, and exploit them in various different ways, allowing for a emergent play experience.

Glitchspace is available on Windows, Linux and Mac OS X, and was developed with the Oculus Rift in mind. (Although the Rift is not necessary to play).

The game is currently available in Alpha release - you can find out more from it’s developers here

It also has a Steam Greenlight page here

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Learn to code while playing Minecraft


Did you know that you can learn programming while playing a video game? A team of computer scientists at the University of California, San Diego, has developed LearnToMod, software that teaches kids introductory programming with Minecraft. Students will learn JavaScript, the essential programming language of the web, and can also earn University of California college credits, regardless of their age.

“Our goal is to teach kids computer science while they’re having fun.”

Read more about how UC San Diego computer scientists are teaching programming with Minecraft.

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Meet your gods.

This is the first version of all the playable classes in Sburb. 

EDIT: I forgot to take screenshots of the WITCH AND THE THIEF. I AM DUMB.

Here they are!

EDIT 2: I have swapped all pronouns to neutral “They/Their”. Classes are not going to be gender-locked! Also, I am aware that some of these class sprites are not the canon ones, such as the Sylph, the Mage and the Page. However, I really enjoy the look of those, and the in-game sprites ARE the canon ones! I might replace these sprites for the canon ones in the future.


Understanding how classes work in Homestuck was quite a challenge!

Mostly due to the fact that there are multiple interpretations of each class, so I had to read through all of them and try to work things out so that each class gets the chance to be truly unique in something. So, this is my own interpretation of each one of the classes. Some of you might get mad at me due to the changes I have done to some of them, but I must remind you that this being a game after all, I took the liberty of adapting them a bit for the sake of gameplay. One of my goals was to make it so that, even if you dont know all that much about homestuck, the class description should give you some insight on how to handle that specific class.

If you have any suggestions, please send them over! I’ll be glad to fix anything I might’ve gotten wrong.

And once again, 

prepare for the end of the world!

anonymous asked:

I am building my first game, and I have ran into a problem. Do you remember how in the original Zork you could move around the world? While the only way I can figure out how to allow the player to do that is by using goto statements to jump to different parts of the game depending on which direction you want to go, and storing each "room" as a variable in a 2 dimensional array. Would you know how to go about this without leaping around the software like the horse from chess?

I’m going to tell you something that you may not want to hear immediately, but will be incredibly important moving forward as a developer and programmer.

Separate your game’s data from your systems. Don’t use code to specify things that should be data. If you do, you’ll end up with stuff that’s both incredibly difficult to debug and incredibly difficult to add new content. The code should determine how something works. The data should be what the systems work on. Define the data separately, and have a set of generic systems to handle things like traversing your map.

If you continue along the path you’ve already started, you’re probably going to end up duplicating a lot of code and that’s incredibly prone to bugs. Imagine that you’ve got some block of code that does some task that you need done. You might copy and paste that code wherever you need to do the task because it’s easy. Let’s say, however, that you discover a bug in the way you handle the task and need to fix it. You now need to find and fix it in every single instance that you’ve copied and pasted that block of code. If you miss some of them, that means that sometimes you’ll get the correct results and others you won’t, and then you’ll have to spend even more time debugging. 

Don’t make it an elaborate system of gotos. Instead, think about creating a player object and storing the player’s position within that object. Create room objects, each having its own set of exits and contents, as well as its location. Each room should have a number of common attributes - some set of exits, contents, features. Then you can have individual (unique) rooms that all inherit the ability to have these common features. Once you build the individual rooms (the data), you can add identifiers to them and put them into a data structure that you can query. This way you can have the player object move independently of the rooms while keeping track of which room the player is currently inhabiting. Once you know that, you can go back to the structure that holds all of your rooms, and find the inhabited room, and then ask it where to possibly go. This makes it easier to build a maze out of individual instances of interconnected rooms without being limited to a two dimensional array. You can then build navigation into the player object itself, so that it becomes a series of requests.

  1. Player wants to go east.
  2. The game tells the player object “I want to go east”
  3. Player object asks the room it is currently in “Can I go east?”
  4. Room checks to see if there is an exit to the east. No, there isn’t.
  5. Player object says “Nope, can’t go east.”
  6. The game relays to the player that there is no eastern exit to this room.

This way you can limit what the player can do to a set number of tasks. This will make debugging a lot easier - if you can determine what a player can and cannot do, then you can easily recognize when the player tries to do something that shouldn’t be possible, and handle those cases gracefully. Keep your data separated from your systems. That way you can create new data fairly easily, and new code fairly easily, and one breaking won’t necessarily break the other.

Roles in the Industry: The Graphics Programmer

Not every programmer works on gameplay. There’s a whole lot of them who don’t ever even get close to the rules of the game, or how it feels to the player. Some of them spend their time bringing the hardware to heel and harnessing its power. Others solve networking problems, allowing players to play together across thousands of miles. And then there are graphics programmers, the ones who are absolutely dedicated to one task - making things look and perform better. So today, I’ll go into a bit more depth on just what it is these people do.

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