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 Outpost Defence (space game)
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Snicket




PostPosted: Wed May 24, 2006 5:09 pm   Post subject: Outpost Defence (space game)

I have been programming this over the last couple of days and it is pretty good. I plan to incorperate mutliplayer over the network eventually. I was just wondering if there is anything that col\uld be more efficient.


Outpost Defence.zip
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Carey




PostPosted: Thu May 25, 2006 9:26 am   Post subject: (No subject)

theres something wrong with your zip file

try compressing it again then post it
Snicket




PostPosted: Thu May 25, 2006 5:55 pm   Post subject: (No subject)

That Explains the lack of posts. Thanks


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MysticVegeta




PostPosted: Thu May 25, 2006 6:53 pm   Post subject: (No subject)

Are you using Turing 4.1??
Cause if not then you do know that gif files are NOT supported by Turing right???
Snicket




PostPosted: Thu May 25, 2006 9:13 pm   Post subject: (No subject)

Sorry. Im rather new to turing. I will get a more backwards-compatible version of the game out asap.
[Gandalf]




PostPosted: Thu May 25, 2006 11:03 pm   Post subject: (No subject)

Naw, don't worry, take advantage of whatever features you want for the sake of learning and creating a good program. If you only plan on distributing the application so that others can play it, then just attach the executable.

Decent game, though it could be a bit more organized (and neater). One way of improving your code would be to organize it into classes, which you can find three great tutorials on near the end of the Turing Walkthrough. This would also enable you to avoid partially nasty things like global variables for the most part and code repetition. Your variable naming could use a little work, sincewritingeveryvariablenamelikethisdoesnthelpreadability, insteadYouCouldUseCamelCasingWhichHelpsMuchMore or some_people_prefer_underscore_spacing.

Also, a variable to keep track of some sort of score would be nice. Smile
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