GAFs Amateur Devs Chronicles

Sylar said:
Yeah multitrack is almost impossible to find.

I just need like the guitar and bass on one track, the drums seperated on another, and then everything else can go on another track (vocals and such).

Really it can be any type of music as long as it has three different instruments / vocals that all sound distinct.
I think you're going to have difficulty finding any recordings with separated tracks, the best you are likely to get is to get the instrumental and acapella of a song, but obviously that's not three parts, with a few particular songs which have the instruments panned to very distinct parts of the stereo field you could have some luck extracting parts with phase cancellation etc. but it won't sound very good.

I'd recommend finding a decent Cubase/Logic/Whatever arrangement and recording the parts to wavs/mp3s/whatever. Of course this won't give you a good vocal though. Alternatively make your own music using Garageband/Acid/Whatever from loops and use those as your parts. Good luck with it.
 
Yeah i've been foolin around with loops and got something to show off the engine but it sounds like shit :(. First time I've actually wished I knew how to use FruityLoops.

Thanks for good luck and help :D
 
Sylar said:
Yeah i've been foolin around with loops and got something to show off the engine but it sounds like shit :(. First time I've actually wished I knew how to use FruityLoops.

Thanks for good luck and help :D
Yeah I feel your pain, it sucks that the people at the bottom don't have access to master tracks, as I think musicians/DJs/filmdesigners/game designers/whatever could do some really interesting stuff. This pissed me off when I was messing around with making mash-ups, the big DJs have access to stuff the bedroom DJs don't, same deal with Harmonix etc, but it is their intellectual property so it's fair play I suppose. I've hardly messed around with loop based music making programs, so I can't give you much help there.

You should ask around for people to help you with music, someone on GAF pmed me out of the blue just to offer their services (free) for games, so I think there are a lot of people out there with the skills and the will(s) to help, I think this is definitely the route rather than trying to look for master tracks of recordings, plus I think that synthesized music probably works for games better than recorded music in most cases.
 
The Friendly Monster said:
googlepages is awesome. I was looking into buying a domain etc. but decided it was too much cost/hassle to be worth it when I can have google host my stuff for free. You can also make html websites and just upload them as files. see gilescoope.googlepages.com for an example (not the frontpage though). Yours looks good though.
I actually choose Googlepages because of you. I was looking into renting my own personal server for a variety of uses.

At first I was annoyed at the limited customization abilities they give you, but when I went to try and build a site, I found that Dreamweaver is probably the least newbie-friendly of anything in the Macromedia suite and that I was simply better off to stick with Googlepages templates.

It's not perfect, but it gets the job done.

The Friendly Monster said:
I need motivation at the moment.
I spent most of mine on finishing that game on time. There's a mountain of features I wanted to add, and I really wish I had spent a tenth as much time on specifics of the gameplay rather than just building it and tweaking it for a few hours. Fixing things up such that there was per-pixel collision, power-ups and things like that would have been nice too.

There'll probably eventually be a Retrovirus 1.1, but half the code is ugly as hell because I didn't have time to properly design it with the project deadline looming over me. I'm not quite looking forward to sitting down with it again. (Which is unfortunate, because it could use some more tweaking).
 
For someone who has virtually no programming experience in any sense (except a 10-hour course four years ago for BASIC which I've forgotten) where should I start? I see C# being mentioned, so should I jump into XNA and that or look into something else?

I'd likely just want to work on 2D games, try a simple platformer or RPG, though I'd definitely like to make sure I can work on the physics as that's my main problem with a lot of free indie games.

So... any help, please?
 
batbeg said:
For someone who has virtually no programming experience in any sense (except a 10-hour course four years ago for BASIC which I've forgotten) where should I start? I see C# being mentioned, so should I jump into XNA and that or look into something else?

I'd likely just want to work on 2D games, try a simple platformer or RPG, though I'd definitely like to make sure I can work on the physics as that's my main problem with a lot of free indie games.

So... any help, please?
I don't have any advice on where to start learning to program, but I'd recommend Visual C# as I think it has the best debugging options from the programs I've used.

First thing you need to know is that XNA is not a game engine, there are templates for platformers and rpgs but if you just want to tweak the sprites, level design and variables of a generic (as in belonging to a genre) game then you would be better looking at rpg maker or game maker or something.

If you want to understand the in and outs of the algorithms, collision detection and response, etc. then I'd definitely recommend XNA, I found the limitations of the game building programs I tried to be frustrating and crippling. However, you are going to have to set your sights A LOT lower than a "simple platformer or RPG". These are huge projects, and definitely not a good idea for someone new to programming. A good place to start is by trying to remake pong or tetris or a top-down shooter. This shouldn't dissuade you, it's very rewarding seeing your code work in action even on something very simple looking, and there's no reason that you shouldn't move onto a platformer or rpg but not as a first project.

Good luck with it, keep posting.

Giles.
 
I'm currently learning and I chose XNA. I bought a book, and read the MSDN a lot and I'm picking it up faster then I thought I would. I decided to make a mash-up game that includes elements of pong, breakout, and space invaders. Turns out this design introduced each fundamental segment of larger games in digestible chunks. So I would really suggest learning something like C#/XNA over any of the game maker programs out there, at least to develop a healthy understanding of how games work.
 
WhatRuOn said:
I'm currently learning and I chose XNA. I bought a book, and read the MSDN a lot and I'm picking it up faster then I thought I would. I decided to make a mash-up game that includes elements of pong, breakout, and space invaders. Turns out this design introduced each fundamental segment of larger games in digestible chunks. So I would really suggest learning something like C#/XNA over any of the game maker programs out there, at least to develop a healthy understanding of how games work.
Sounds cool, do you have any screens?
 
The Friendly Monster said:
Sounds cool, do you have any screens?
It's no where near completion as of now. I've just made a working collision method for the ball, and I am currently trying to iron out the best way to map the "break-out" blocks. So right now the game is basically pong with one paddle.

Side question: does anyone know the easiest way to set a color for transparency on a sprite? I have the ball sprite, for instance, with pink on the outside, how do I make it so the pink colors are drawn transparent?
 
WhatRuOn said:
Side question: does anyone know the easiest way to set a color for transparency on a sprite? I have the ball sprite, for instance, with pink on the outside, how do I make it so the pink colors are drawn transparent?
Do it the easy way and use .png for your sprites. Uh, I'm pretty sure xna supports that. Otherwise search for color keying or alpha channel or something.
 
dogonfire said:
Do it the easy way and use .png for your sprites. Uh, I'm pretty sure xna supports that. Otherwise search for color keying or alpha channel or something.
Yeah it does support that. I use illustrator to make my sprites. If you want to make certain parts of a sprite fade in and out I'd just make two overlapping sprites then change the alpha value of the specific one you want to change when you get to the draw method.
 
Ok motivation is back on track, I made a little demo this afternoon for an idea I had for a simple space invaders game with an interesting twist for an interface. You press two buttons on the keyboard sequentially to fire a projectile, there's nothing to fire at, but it should give you an idea of how it works. If you press two keys on the same row you get a sort of shield/barrier thing.

Projectiles move at a constant vertical rate as I was going to tie it to a music track to reward playing on the beat/enemies which move with the beat.

My aim was to make an intuitive control scheme (as always) for a simple action game, but once I've got it up and running I can't see the way forward from here. It's not as intuitive as I hoped matching the keys with the positions on screen, and I can only think that the game will be trivially easy where not all the keys are needed or uber hardcore (it's easy to make a ridiculously hard game, much harder to make one easy and fun).

So I'm ditching the idea, I've uploaded both the compiled game and the source if you want to take a look, let me know what you think,

Cheers,

http://gcoope.googlepages.com/FourthGame.zip
http://gcoope.googlepages.com/FourthGameSource.zip
 
batbeg said:
For someone who has virtually no programming experience in any sense (except a 10-hour course four years ago for BASIC which I've forgotten) where should I start? I see C# being mentioned, so should I jump into XNA and that or look into something else?
XNA's pretty good. You're trading a great deal of work on your end for increased work on the part of the end-user (installing XNA is not easy. Even when I give people all the links, ~30% of them fail to get the game running without my help...). However, for a beginner, that's fine.

There's something to be said for starting with a low-level language like C, as it helps you to understand the basics and what's really happening in your C# code, but plenty of people do start with object oriented as their first real language. If you have the time, I'd suggest spending a little time with C first, despite that it's harder to do anything useful with it.

batbeg said:
I'd likely just want to work on 2D games, try a simple platformer or RPG, though I'd definitely like to make sure I can work on the physics as that's my main problem with a lot of free indie games.

So... any help, please?
Even a basic platformer or RPG is a MASSIVE project. The first game I finished is the XNA game I posted a little while back. It has 31 classes and 4300 lines of code. (Granted, I was a tad inefficient once the deadline started hanging over us). And it probably took me ~60 hours AFTER learning XNA. And that was a very basic game. A platformer's significantly more complicated than a 2D shooter, as I'm quickly learning (a platformer is my next project).

I recommend starting even simpler than that. It's more important that you actually finish your game than that you accomplish something amazing. Otherwise, you could end up like my and abandoning the idea for a year. The only reason I even finished that last project was because I proposed it to the team as a semester-long school project so it HAD to be done and there was an enormous team to spread the work across.
 
http://rapidshare.com/files/108872594/Plus.zip.html

Ok decided to share this, it's early, there's no scoring at the moment. I really want someone to try using a 360 pad on this and letting me know if it works.

It might also work if you have a ps2 pad, that's what I have. For PC the left directions are WSAD and the right are Up, Down, Left, Right. Enter is to select an option, escape is to go back.

So yeah let me know what you think, and if you can test it with a 360 pad, that'd be awesome.
 
I appreciate the resources... hopefully I'll get started with churning out some basic stuff (Pong knockoff, here I come!) before summer's end.
 
I'm looking through the ParticleEffectsGame sample and I'm wondering...
Why would you declare your attributes like this? The objects are directly declared public, and the value types are declared private, and passed through a public variable. I just don't get the purpose of doing that. I also don't understand why you wouldn't do it for the vectors too.
Code:
public class Particle
{
        // Position, Velocity, and Acceleration represent exactly what their names
        // indicate. They are public fields rather than properties so that users
        // can directly access their .X and .Y properties.
        public Vector2 Position;
        public Vector2 Velocity;
        public Vector2 Acceleration;

        // how long this particle will "live"
        private float lifetime;
        public float Lifetime
        {
            get { return lifetime; }
            set { lifetime = value; }
        }
}
 
Slavik81 said:
I'm looking through the ParticleEffectsGame sample and I'm wondering...
Why would you declare your attributes like this? The objects are directly declared public, and the value types are declared private, and passed through a public variable. I just don't get the purpose of doing that. I also don't understand why you wouldn't do it for the vectors too.
Code:
public class Particle
{
        // Position, Velocity, and Acceleration represent exactly what their names
        // indicate. They are public fields rather than properties so that users
        // can directly access their .X and .Y properties.
        public Vector2 Position;
        public Vector2 Velocity;
        public Vector2 Acceleration;

        // how long this particle will "live"
        private float lifetime;
        public float Lifetime
        {
            get { return lifetime; }
            set { lifetime = value; }
        }
}
It's considered "good practice" to use getters and setters that don't do anything by some people. I suppose the idea is that you might want a getter/setter that wasn't so simple, perhaps applying a cast or something, so for consistencies sake always using them. A lot of the links you find if you search for getters and setters are people saying they are the bane of programming though, I personally have never used any despite a couple of resources recommending them, perhaps they are more useful in a project with multiple people programming on it, or when reusing classes in different programs. I can't see any reason why the code snippet you used can't just be public float lifetime or why they are inconsistent setting the vectors above as public.

I'm sure someone with more programming knowledge would be able to illuminate you further. My advice: don't let it worry you and don't use getters and setters unless you want to be a programmer.
 
http://dfyb.net/raketx_prototype.exe

put this together yesterday inbetween studying for finals - prototyping the player's basic controls. built using MMF2 - first time using it so it's taking a bit of learning.

controls:
-wasd for movement
-double tapping a direction (except down) will make you boost/dash in that direction
-shift to jump
-left arrow to shoot (although enemy has hit detection and emits simple particle effects, it won't die -- right now this is just built for player movement)

will start fleshing out a single level and enemies thursday at the earliest - last final is tomorrow and will be driving home the whole day.

edit: you can obviously ignore the art -- purely functional at the moment.
 
dfyb said:
http://dfyb.net/raketx_prototype.exe

put this together yesterday inbetween studying for finals - prototyping the player's basic controls. built using MMF2 - first time using it so it's taking a bit of learning.

controls:
-wasd for movement
-double tapping a direction (except down) will make you boost/dash in that direction
-shift to jump
-left arrow to shoot (although enemy has hit detection and emits simple particle effects, it won't die -- right now this is just built for player movement)

will start fleshing out a single level and enemies thursday at the earliest - last final is tomorrow and will be driving home the whole day.

edit: you can obviously ignore the art -- purely functional at the moment.
Cool stuff, although some weird stuff happens with the legs when you turn backwards and forwards, the character jumps a bit to be in the right place, same when you move slowly off a ledge.

Keep it up.
 
The Friendly Monster said:
Cool stuff, although some weird stuff happens with the legs when you turn backwards and forwards, the character jumps a bit to be in the right place, same when you move slowly off a ledge.

Keep it up.
yeah the standard 'platform movement' object is a little buggy - i plan on creating my own player movement next time i load it up, which will hopefully fix some of the animation bugs. when i make the level, the terrain won't be so carelessly placed either. but regardless, i'm not going to worry too much about stuff like this when i'm working with this prototype in MMF2 -- this will eventually be remade and expanded upon, on our own engine in c++.
 
Sweet thread!

I started learning C# late last year and jumped into developing Tetris as a first title. Now I'm working on my first real project.

It's called Marvin's Mittens, developed with XNA Framework. It's inspired by Knytt, ICO, and Shadow of the Colossus. Here's what I've made so far:

marvinscreen.png


-Collision for square-ish stuff and now I've also just added slopes and sliding around
-Layers and...what did we used to call this...paralax scrolling? Yeah, we've got that :)
-Basic particle system that is used to blow snow right now
-Animation
-Working on a level editor.
-Working on a game design document.
-We're working on visuals right now so Yoshi is the avatar at the moment :)


Game is going to be focused around exploration and immersive experiences.

I see some awesome work on here, guys! Cool beans :)
 
decided to drive back tomorrow so after i packed i decided to do some work on the prototype.

http://dfyb.net/raketx_prototype_v3.exe

-redid the movement - less bugs and now i have more flexibility.
-replaced the upward boost with a double jump. also changed jump button from shift to w.
-added level scrolling and parallax scrolling - created a simple level to show this off (still no enemies to kill)

ss_parallax.png


controls:
-wasd for movement
-double tapping left or right (a or d keys) will make you boost/dash in that direction
-w (up) to jump, again in air to double jump
-left arrow to shoot

known bugs
-you can dash through the orange blocks that are supposed to stop you and sort of get stuck (you can get out, but yeah). haven't gotten around to fixing it, but i'm pretty sure it won't be very hard at all. just keep that in mind for now when boosting.

next things i plan on doing:
-fix collision detection while boosting
-add functional enemies to level
-re-implement shooting animations
 
Hey, nice work, it's coming along fast. The other major thing that feels like it should be there but isn't at the moment is collisions between the bullets and the landscape. Also the timer is displaying very strangely at the moment but obviously that's not final. Keep it up!
 
I'm re-doing my project from the ground up. I realized I should have a lot more classes. I didn't have a ball class, for instance...So the majority of my code was nested in the main class. I guess this is part of the learning process.
 
I'm going to see about maybe putting up a little demo. How can I distribute my demo though? Honestly I've been concerning myself with code and logic, not so much the XNA bullshit side of things. If I just send a .exe is that enough? dfyb, you sent an exe and that worked no probs.

Speaking of which, dfyb, I'm super depressed seeing how far you came in so little time! I bow to you! I've been got scrolling, map loading, etc, but mine took time and yours has been coming along so damn fast.

Do you guys want some sample code for slopes? I just recently worked it out after some time. Though you guys seem to have a handle on this stuff already :)
 
JasoNsider said:
I'm going to see about maybe putting up a little demo. How can I distribute my demo though? Honestly I've been concerning myself with code and logic, not so much the XNA bullshit side of things. If I just send a .exe is that enough? dfyb, you sent an exe and that worked no probs.
I don't think dfyb is working in XNA, there's a section on sharing your game in the help.
ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAGS.1033/XNA/XNA_SharingYourGame.htm
Don't just send an exe. Looking forward to seeing it.
 
I just checked the docs online about sharing my game....I'm confused and angry! Is this right, that I can only share my games with creator club "members"? Can I really only share my game with people who will buy memberships? I don't even have a membership myself! If this means only members will be able to enjoy this title then I'm going to find an alternative before it really takes off

This game will have absolutely no combat :) It's going to be purely exploration and immersion based on visceral type experiences. If I share it with you guys it will only be in its current demo config because after this its going to be blackout-phase where you won't see it again until it's done just so you have more surprise when playing.
 
JasoNsider said:
I just checked the docs online about sharing my game....I'm confused and angry! Is this right, that I can only share my games with creator club "members"? Can I really only share my game with people who will buy memberships? I don't even have a membership myself! If this means only members will be able to enjoy this title then I'm going to find an alternative before it really takes off

This game will have absolutely no combat :) It's going to be purely exploration and immersion based on visceral type experiences. If I share it with you guys it will only be in its current demo config because after this its going to be blackout-phase where you won't see it again until it's done just so you have more surprise when playing.
No, that's if you want to share an xbox 360 game. You can share pc games fine, but it's fucking annoying to share with people who don't have the xna stuff installed, see this thread for example. Otherwise it depends on whether you want to share your code or not. If so then just zip up the whole project folder and share it, if not zip up just the bin->x86->Debug folder after building it.
 
JasoNsider said:
I just checked the docs online about sharing my game....I'm confused and angry! Is this right, that I can only share my games with creator club "members"? Can I really only share my game with people who will buy memberships? I don't even have a membership myself! If this means only members will be able to enjoy this title then I'm going to find an alternative before it really takes off

This game will have absolutely no combat :) It's going to be purely exploration and immersion based on visceral type experiences. If I share it with you guys it will only be in its current demo config because after this its going to be blackout-phase where you won't see it again until it's done just so you have more surprise when playing.

Right now you can build for Windows and share your game with anyone. Currently on the Xbox 360 only other Creator's Club members can play your games. However when Game Studio 3.0 hits every Xbox with Live should be able to play your game and Creator's Club will just be for allowing you to upload and host your game on the service.
 
TheFightingFish said:
Right now you can build for Windows and share your game with anyone. Currently on the Xbox 360 only other Creator's Club members can play your games. However when Game Studio 3.0 hits every Xbox with Live should be able to play your game and Creator's Club will just be for allowing you to upload and host your game on the service.

Okay, thanks for clearing that. So then, the question is...how do I just share my little demo with windows users? I tried building it and it asked if it was going to be installed from cd, website, etc. But I exported and tried to run it on the machine and it attempted to install this tiny game! After trying that, it crashed before even running it *shakes head slowly*. Other people using C++ stuff get a single .exe. Why Microsoft? Why?
 
JasoNsider said:
Okay, thanks for clearing that. So then, the question is...how do I just share my little demo with windows users? I tried building it and it asked if it was going to be installed from cd, website, etc. But I exported and tried to run it on the machine and it attempted to install this tiny game! After trying that, it crashed before even running it *shakes head slowly*. Other people using C++ stuff get a single .exe. Why Microsoft? Why?
Look at the thread I showed you, people need the directx stuff, xna redistributable and the net 2.0 redistributable. If you want to try putting all those in an installer then be my guest but it doesn't sound like you are an expert. It is frustrating, but it's the price you pay for getting all the nice stuff about xna.
 
The Friendly Monster said:
Look at the thread I showed you, people need the directx stuff, xna redistributable and the net 2.0 redistributable. If you want to try putting all those in an installer then be my guest but it doesn't sound like you are an expert. It is frustrating, but it's the price you pay for getting all the nice stuff about xna.

That link you posted is a weird url that starts with ms-help://. What is that exactly? I tried to get to it but opted for a google search when I couldn't figure out how to follow the link.

I like XNA, don't get me wrong. It means I get to concentrate on the game and not on rendering per-pixel crap to the screen (so far). It's just this distribution nonsense makes me shake my head.
 
JasoNsider said:
That link you posted is a weird url that starts with ms-help://. What is that exactly? I tried to get to it but opted for a google search when I couldn't figure out how to follow the link.
If you open the help in visual studio then copy that link in it takes you to the right page.
I like XNA, don't get me wrong. It means I get to concentrate on the game and not on rendering per-pixel crap to the screen (so far). It's just this distribution nonsense makes me shake my head.
Yeah I agree, but I'm resigned to the fact that it isn't made for making games to share with anyone. I actually managed to get a lot of people to install all the stuff, as well as anyone i really wanted to try it.
 
The Friendly Monster said:
If you open the help in visual studio then copy that link in it takes you to the right page.

Yeah I agree, but I'm resigned to the fact that it isn't made for making games to share with anyone. I actually managed to get a lot of people to install all the stuff, as well as anyone i really wanted to try it.

Cool, thanks, I'll see what I can do!

Should also mention that I saw your demo and think it looks really damn cool! I think I saw a video of it a little while ago. Very interesting! :)
 
JasoNsider said:
Cool, thanks, I'll see what I can do!

Should also mention that I saw your demo and think it looks really damn cool! I think I saw a video of it a little while ago. Very interesting! :)
Thanks a lot, I'm currently writing up a document about some of the design choices, I'm also going back to tweak a few of the levels. Let me know what you think.
 
I'd like to throw out there that if you're willing to spend a few bucks and are just looking to program as a hobby and not to get into the industry or anything, DarkBASIC is a pretty good program. I'd link to it, but my school blocks like everything, but it should be the first thing to pop up in Google. It's pretty intuitive and powerful and versatile, it's got a pretty useful help file, and the message boards can be helpful if you have any questions on how to do something. Also, other people don't need to have anything extra installed to run your games.

With the help of a few other programs such as GlovePIE and PPJoy, I'm currently working on a DMC-like action game based around the Wiimote. Looks like shit due to my sub-amateur modelling abilities, but it's coming along pretty nicely.
 
JasoNsider said:
Okay, here is the ccgame file. Can you try it out? :) Let me know if you need anything else to play it.

http://marvin.remino.net/Jumpman-Windows.ccgame

The game uses WASD for now and if you hold down you can slide on slopes just like Mario Brothers 3 and such.

Yeah, I'll definitely let you know what I think about the demo. Just got to get around to trying it out!
Cool, works fine for me, but I've obviously got all the stuff installed. I like the snow, and the movement and jumping all feels right.

There's a few bugs though with collision etc. I managed to fall out of the level at the top of the mountain.
 
The Friendly Monster said:
Cool, works fine for me, but I've obviously got all the stuff installed. I like the snow, and the movement and jumping all feels right.

There's a few bugs though with collision etc. I managed to fall out of the level at the top of the mountain.

Oh yeah, there are definitely some bugs that are still there :) Things got a lot more complicated when I tried to put in slopes mixed with rectangle areas to stand on! The game is built with as much structure as I could afford. Even planned it with UML and all that jazz. After showing it to a few people, we're running with a design document and a couple staff members to see about getting this project running.

Let's keep us updated on progress here though. Oh, and post challenges you're having, if any :)
 
The Friendly Monster said:
Hey, nice work, it's coming along fast. The other major thing that feels like it should be there but isn't at the moment is collisions between the bullets and the landscape. Also the timer is displaying very strangely at the moment but obviously that's not final. Keep it up!
yeah the timer was only used for debug purposes and will be removed. i'll put environment-bullet collision detection on my to-do list.

JasoNsider said:
I'm going to see about maybe putting up a little demo. How can I distribute my demo though? Honestly I've been concerning myself with code and logic, not so much the XNA bullshit side of things. If I just send a .exe is that enough? dfyb, you sent an exe and that worked no probs.

Speaking of which, dfyb, I'm super depressed seeing how far you came in so little time! I bow to you! I've been got scrolling, map loading, etc, but mine took time and yours has been coming along so damn fast.
no need to feel bad. like The Friendly Monster noted, i'm not using XNA. i have absolutely zero computer science background (i'm an artist/designer), so i'm using software called Multi-Media Fusion 2 to make this prototype. this not only lets me effortlessly build an .exe i can distribute easily, but it lets me make a game without actually knowing a real programming language :D

here's some samples of the script i've written, to give you an idea of how simple it is to do what i did --

double jump - http://upload.dfyb.net/uploaded/double_jump_script.png (i define the jump elseware)

dash left by double tapping "a" - http://upload.dfyb.net/uploaded/dash_left_script.png (noticed this one still has some extra code left over from my old player movement - will clean that up later)

scroll view frame - http://upload.dfyb.net/uploaded/scrolling_script.png

this scripting language uses a lot of the same logic as programming languages would, but using MMF2 is obviously a lot easier (in return, it is less flexible). but it's pretty nice for indie projects i guess -- if you keep up with the 1up show, they recently covered Noitu Love 2, which was built by one guy entirely in MMF2.

i've mentioned it before, but i'm just building this prototype so that i can later show it to my programmer so we have a more focused goal when beginning to make the game in our c++ engine.
 
I'm dumb, I'm trying to re-write my project using classes to their potential and I'm having a seemingly stupid issue.

So I having my paddle definition up at the top like so:
Code:
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        SpriteBatch spriteBatch;
        paddle paddlesprite;

Then under intialize I have this:
Code:
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            paddlesprite = new paddle();
            base.Initialize();
                          
        }

When I compile I get an error in Update
Code:
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            paddlesprite.Update(gameTime);
            base.Update(gameTime);
        }
My paddlesprite instance in the Update scope is NULL and I don't know why or how to fix it. Studio suggests that I add a 'new' statement, but I don't want a new paddle instance created every run through the game loop. HALP
 
WhatRuOn said:
I'm dumb, I'm trying to re-write my project using classes to their potential and I'm having a seemingly stupid issue.

So I having my paddle definition up at the top like so:
Code:
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        SpriteBatch spriteBatch;
        paddle paddlesprite;

Then under intialize I have this:
Code:
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            paddlesprite = new paddle();
            base.Initialize();
                          
        }

When I compile I get an error in Update
Code:
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            paddlesprite.Update(gameTime);
            base.Update(gameTime);
        }
My paddlesprite instance in the Update scope is NULL and I don't know why or how to fix it. Studio suggests that I add a 'new' statement, but I don't want a new paddle instance created every run through the game loop. HALP

That...is bizarre. You are building it with the new keyword in your init function. How strange. I'd probably have to also take a look at the full code to get this one as well. Also, try saving your code before you compile! I know it's a long shot, but try it :)
 
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