Computer Science Canada Which Game Should i Make for ISU |
| Author: | JumpingLimaBean [ Wed Jun 08, 2011 9:36 pm ] |
| Post subject: | Which Game Should i Make for ISU |
What turing type of program do you think I will be able to accomplish with my basic knowledge of turing programming and a little help. All i know is basic if statments, for, loops, variables, drawing, text, im kinda new. ( i know how to make em move i got that down xD) (2 player game)Im either going to make TAG, where you the person who is "it" runs after the other player and when he tags him, the will get reset to a default areas and the person who got tagged is then "it". This goes on until 2 minutes is up, therefore the person with the most tags wins, or the first to get 5 tags. Or i may want to create a game (2 player) where you are in an area( both of you) and random debree is flying at you from random places in the window, and you have to dodge the debree. When a player gets hit, the player that survives then gets 1 point. This goes up to 5 points. Which do you think is better for a TECH final ISU and which do you think i can accomplish in 2 weeks time, by myself with a little self teaching and help. Maybe you have a few suggestions of things i can create that may be more fun and easier. Please reply (Im asking this here, because when i get some responses, i will decide and ask some questions) |
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| Author: | ProgrammingFun [ Wed Jun 08, 2011 9:40 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
Perhaps a basic platformer with little or no enemies...and the screen scrolls along...or the player can actually move on the screen to progress it. You could also try a basic, two player, air hockey or other sport game. Or maybe you could try a top-down shooter, similar to the TAG you proposed. |
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| Author: | Raknarg [ Wed Jun 08, 2011 9:42 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
I personally feel the second one would be more exciting. The one issue with that is that you'd have to learn arrays first, otherwise it's a pain in the ass to code. Using what you know right now, you could have separate x and y statements for each piece of debris. With arrays, you store all the debris' coordinates in one mass variable. |
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| Author: | Tony [ Wed Jun 08, 2011 9:47 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
The typical response is "see http://compsci.ca/blog/12-computer-science-game-project-ideas/ ". It's a good starting point. It's hard to say what you can finish in "2 weeks" (or at all), as that heavily depends on your own experience and determination. There was a variation of "random debree[sic; it's debris] is flying", where it's a closed room with a bunch of bouncing balls. It was reasonably fun to play. You'd need to be comfortable enough with the use of arrays (see tutorials in Turing Walkthrough if necessary) if you ever want more than one of something. |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 9:56 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
how do i impliment collision so when debris comes into play, it moves and bouces off the wall into a different direction |
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| Author: | Tony [ Wed Jun 08, 2011 10:02 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
Approximate everything as circles, as it's much simpler to figure out the distances between circles and/or straight lines. If you have time after you're done, you could try to figure out the math for more complicated shapes. |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 10:15 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
i dont understand xD What method within turing will i be using. Like there is if statments, arrays, what type of reference |
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| Author: | 2F_Zelda [ Wed Jun 08, 2011 10:24 pm ] |
| Post subject: | Re: Which Game Should i Make for ISU |
For collision detection, I've always used ifs to check whether the co-ordinates of the objects overlap. |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 10:29 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
can you show me a quick little example zelda? XD |
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| Author: | Tony [ Wed Jun 08, 2011 10:35 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 10:38 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
tony i have no idea what that image is. Im in grade 10 i suck at math xD Sorry Thanks for trying to help tho |
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| Author: | apython1992 [ Wed Jun 08, 2011 10:43 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
It really is just Pythagorean theorem. Replace (x2 - x1) with a, and (y2 - y1) with b if it helps you to see it more clearly. The distance between any two points (pixels, nodes, whatever) would be the length of the hypotenuse of a triangle created based on the co-ordinates of two objects. If the distance is less than the objects' combined radius (if you represent them as circles), you've got yourself a collision. |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 10:45 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
How do i impliment into code tho? And also im wondering if i should just switch from a game where you avoid debris, into a simpler pacman game |
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| Author: | 2F_Zelda [ Wed Jun 08, 2011 10:45 pm ] | ||
| Post subject: | Re: Which Game Should i Make for ISU | ||
JumpingLimaBean wrote: can you show me a quick little example zelda? XD Sure. Let's say I'm checking to see if two boxes are touching. Both boxes are squares, and have side lengths of 40. Box1 uses the array btmlft1 as its bottom left corner, and Box2 uses btmlft2 as its corner. The arrays have a single dimension of 2 variables, one to represent the x-axis and the other the y-axis.
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 10:51 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
Thanks. But i think i dont understand this because my teacher never taught us arrays. How does he expect us to make amazing games with just the basics Ill try to understand maybe look at array again |
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| Author: | apython1992 [ Wed Jun 08, 2011 10:52 pm ] |
| Post subject: | Re: RE:Which Game Should i Make for ISU |
JumpingLimaBean @ Wed Jun 08, 2011 10:45 pm wrote: How do i impliment into code tho?
If you continue on with programming and computer science, this is something you will be asking yourself all the time. It's great to practice this kind of problem solving. Ask yourself these questions: - Can I easily represent a graphical figure as a simple mathematical object in Turing? What values would define this object? (i.e. a circle in two-dimensional Euclidean space needs x, y, and radius) - Can I use some basic mathematical functions like square root in Turing? - How can I translate the graphical logic into procedural Turing code? Really ask yourself those questions. If you get stuck, you can come back and ask for help. |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 11:00 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
Which game do you think will be easier for me to create with low knowledge and EXP. The one im working on now where its 2 player and you dodge debris and it goes in random directions bouncing of walls, if you get hit the other play scores 1 and the area is reset and it goes to 5. Or pacman but smaller and built differently he cant go out of the walls, the ghosts go after him( but not insanly hard) and he picks up the dots. If he gets all of them without dieing he wins. There will also be the 4 dots that reject the ghosts. Thanks for the help with the collision i get that if they are touching you need to make them move back but ya its still hard to understand |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 11:04 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
I dont very much understand square root its not my forte but i can use other basic mathematical functions xD. I keep on trying to do like if x = and i dont know the turing code for other objects is frustrating that its all this special code writing hard to understand. i cant easily represent a figure as mathematical object in turing |
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| Author: | 2F_Zelda [ Wed Jun 08, 2011 11:13 pm ] | ||
| Post subject: | Re: Which Game Should i Make for ISU | ||
Basic arrays, such as the one in the example I used, are simply for compressing a bunch of variables into one name. Let's say there's 5 variables. A, B, C, D, and E. I would put them into array Letters. To declare it, I would go:
The var, you should know. The name is letters. Then it is told that it's an array, with variables numbered 1 to 5. Those 5 variables are then told they are of the char type. Now, instead of using A or B, I would use letters(1) or letters(2). Did that help? |
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| Author: | JumpingLimaBean [ Wed Jun 08, 2011 11:17 pm ] |
| Post subject: | RE:Which Game Should i Make for ISU |
Ya. I kind of get arrays now. But i dont get why you use array if you only using 2 squares to check collision. I still slightly dont get all of the + and - of corners of square |
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| Author: | Tony [ Wed Jun 08, 2011 11:39 pm ] |
| Post subject: | Re: RE:Which Game Should i Make for ISU |
JumpingLimaBean @ Wed Jun 08, 2011 11:04 pm wrote: ...is frustrating...
that's... natural. The thing is, Computer Science is substantially different from most other classes that you get to take in high school. Those other courses are about memorizing some facts and steps for solving a very specific kind of a problem (remember those Math homework assignments where it's basically the same problem, but uses different values, and you have to solve those again and again and again?). There a teacher tells you exactly the steps to follow. Or a thing to memorize. Computer Science is different in a way that you are given a bunch of very basic tools (if-statements, loops, etc.), but then you don't get a list of steps to follow. This is very different, and it _is_ frustrating, but it's also the most rewarding because you get to build your own games and programs. |
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| Author: | 2F_Zelda [ Thu Jun 09, 2011 12:27 am ] |
| Post subject: | Re: RE:Which Game Should i Make for ISU |
JumpingLimaBean @ Wed Jun 08, 2011 11:17 pm wrote: I still slightly dont get all of the + and - of corners of square
Pretend you drew a square on a piece of paper. Now, pretend you drew lines of the same length as a side of the square from the bottom left corner of the square up, down, left, and right. Pretend that at each endpoint of these new lines you drew a square the same size as the first with the bottom left corner on the endpoint. Those lines represent the farthest the other squares can be from the original square while still touching and triggering collision detection. |
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