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 Most Complex Program?
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Imm0rtal




PostPosted: Mon Mar 13, 2006 9:43 pm   Post subject: Most Complex Program?

I currently have a Zelda Game..

Features include:

-Sprite that switches directions and has more then one animation for walking (3)
-Allows you to change area's with custom walls (Places you cant walk over) for each location.
-Has a menu you can bring down which shows all items you have collected as well as allowing selection of items
-Has chests in certain areas that can be opened and remember if they are opened/shut when you renter a previous area.

I was just curious how far some of you have taken your games in comparison to mine. Gone farther? Curious how to do the above?

I read somewhere that Turing wasn't recommended for making games which I can understand due to the large size and slowness of code execution but I think that honestly anything is possible as long as your game needs no Z coordinate.

Not a bragging post just really damn curious what you other guys have been up to as far as "Revoloutionary Games made in a rather simple language"
(Say what kind of game and some cool features you haven't seen others do that might seem difficult in turing)
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cool dude




PostPosted: Mon Mar 13, 2006 11:12 pm   Post subject: (No subject)

shouldn't this be in the off topic or general discussion forums? anyhow i've see really amazing games in turing which proves that turing is capable of making games although much harder to make 3D games unless your "catalyst" lol. i'd like to see your game so far so post the code and we'll give u suggestions for improvement Smile
Andy




PostPosted: Mon Mar 13, 2006 11:18 pm   Post subject: (No subject)

Evasive Maneuvers
Cervantes




PostPosted: Mon Mar 13, 2006 11:33 pm   Post subject: (No subject)

I was going to make Warcraft II, but then I installed linux. Wink

Imm0rtal wrote:
I read somewhere that Turing wasn't recommended for making games which I can understand due to the large size and slowness of code execution but I think that honestly anything is possible as long as your game needs no Z coordinate.

Personally, I think the slowness and the lack of 3D support are not the important reasons for this statement. I think the biggest reason that Turing is an awful choice for big games is its lack of OOP capability, with particular regard to inheritance and polymorphism. Aggregate data structures - classes/objects - are a must for any large program, and Turing does not handle them well at all.
[Gandalf]




PostPosted: Tue Mar 14, 2006 1:27 am   Post subject: (No subject)

Chess:
This is really, the only thing I am still working on in Turing, whenever I have some spare time with nothing else to do. It's actually quite hard to implement the whole setup, let alone the AI, as well as some of the other features I am planning. I'll probably post it here once I get around to it (probably in months yet to come).

Some other graphical games I have made:
Target Practice
Word Typing
Snake
Asteroids
Ehm... can't remember any more right now, but there's tons...
Imm0rtal




PostPosted: Tue Mar 14, 2006 1:39 am   Post subject: (No subject)

Chess would be alot more intensive then a zelda game.. mostly because of AI. If you accomplish that project I shall bow before you.

I would post my game but with all the pictures its about 9megs even Zipped/Rarred.. I might borrow some web space when I have a decent amount done..

So far I just made the structure of the game so I could easily add areas/items/monsters without pulling my hairs out. (I have it down to copy and paste + Coding Wall coordinates + Randomizing Monsters)

again.. its nowhere near to being a game and I only work on it in my spare time seeing as I finished my turing class a year ago.. Razz

Also: Turings slow execution is a HUGE factor to take into consideration when making an RPG.. C++ is able to execute thousands of lines of code instantly.. I feel a pause after 500.. My game is constantly within a loop of a loop of a loop at LEAST. Drawing pictures to the screen is sometimes slower then I would like depending where I add it. While the things you mentioned are important.. they do have simple if not stupid/repetitive work arounds. Also Anyone who makes a Truely 3D game with turing is either The owner of Holtsoft or has ALOT of time on their hands. Twisted Evil (Just Kidding)
Cervantes




PostPosted: Tue Mar 14, 2006 9:06 am   Post subject: (No subject)

Imm0rtal wrote:
Also: Turings slow execution is a HUGE factor to take into consideration when making an RPG.. C++ is able to execute thousands of lines of code instantly.. I feel a pause after 500.. My game is constantly within a loop of a loop of a loop at LEAST. Drawing pictures to the screen is sometimes slower then I would like depending where I add it. While the things you mentioned are important.. they do have simple if not stupid/repetitive work arounds. Also Anyone who makes a Truely 3D game with turing is either The owner of Holtsoft or has ALOT of time on their hands. Twisted Evil (Just Kidding)

A loop within a loop within a loo, at least? Sure, Turing might be noticeably slow on that, but is it really Turing's fault? Also, a lot of the slowness you're experiencing might be because of drawing pictures (picMerge). Apparently the new version of Turing (4.1) speeds this up a lot.

Yes, there are often workarounds to the problems of Turing's OO approach, but how do we work around them? Often, it's
Imm0rtal wrote:
(I have it down to copy and paste + Coding Wall coordinates + Randomizing Monsters)

Copy and paste. This breaks one of the most important rules of programming: DRY - Don't Repeat Yourself. You shouldn't have to. There's no logical reason why you should have to type out the same thing more than once.

Anyways, perhaps the reason I have so much trouble with Turing's OO approach is because I've spent time with Ruby, which is incredible for OOP (and other things). In all fairness, I remember when I was first learning classes in Turing, I thought they were amazing.
tupac




PostPosted: Tue Mar 14, 2006 9:28 am   Post subject: (No subject)

a buddy of mine needed a quick year end program... cuz he cudnt hame one himself... so i made it for him. it was an overhead scroller... im not sure wat these games are called, but it looked like this: you are a plane, and you can move all over the screen, and the background is land and water, and it looks as if you are moving foreward. when a bad plane comes at you, you gotta shoot it. so yea, i made that. And for my last yr's year end project (gr.10), i made a "street fighter" game.
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Albrecd




PostPosted: Tue Mar 14, 2006 11:31 am   Post subject: (No subject)

Quote:
I think that honestly anything is possible as long as your game needs no Z coordinate.


I guess nobody told this guy that you cant use the z coordinate in Turing.

http://www.compsci.ca/v2/viewtopic.php?t=1354&highlight=ultimate+mario
Imm0rtal




PostPosted: Tue Mar 14, 2006 11:55 am   Post subject: (No subject)

Albrecd wrote:
Quote:
I think that honestly anything is possible as long as your game needs no Z coordinate.


I guess nobody told this guy that you cant use the z coordinate in Turing.

http://www.compsci.ca/v2/viewtopic.php?t=1354&highlight=ultimate+mario


I think you should read what I said more closely.. Then you will see we are in full agreement my friend. Smile
md




PostPosted: Tue Mar 14, 2006 5:51 pm   Post subject: (No subject)

I think you should both think about what your saying and realize that graphics is not tied to your language of choice at all. I'm willing to bet I could implement a rudamentary 3D engine in turing without any problems at all. Then I'd be able to use 3D coordonates.

**Note: Z is not always depth; it depends greatly on the system you are using.
Imm0rtal




PostPosted: Tue Mar 14, 2006 10:55 pm   Post subject: (No subject)

Cornflake wrote:
I think you should both think about what your saying and realize that graphics is not tied to your language of choice at all. I'm willing to bet I could implement a rudamentary 3D engine in turing without any problems at all. Then I'd be able to use 3D coordonates.

**Note: Z is not always depth; it depends greatly on the system you are using.


Unfortunatly Turing isn't Technically a language so this does not apply to it. Its only a translation into C++. If you wish to prove me wrong you can certainly go develope a enviroment that supports implementing a Z coordinate using turing commands.

However going Off-Topic on this thread is not the way to make such a thing happen. Thanks.
TokenHerbz




PostPosted: Tue Mar 14, 2006 11:44 pm   Post subject: (No subject)

Arg, Astroids, thats a game which has cause me the greatest deal of fustration and stress. Its a game which requires you to have a vast understanding in trig... Which in my case is low since i have forgotten everything since i left school Sad

So.. Ima make something easier!

my current game i made was:

Semi-graphicial RPG (pretty sweet, but small untill i make it longer)
pong (really basic easy game)
TicTacToe (also easy)

im not going to list the MANY ones which crapped out on me, and didn't work, or the ones i never finished, or the testing programs, but im gonna say 90% of the things i make are to learn the Turing language, and are completely useless.
Martin




PostPosted: Wed Mar 15, 2006 12:39 am   Post subject: (No subject)

Imm0rtal wrote:
Unfortunatly Turing isn't Technically a language so this does not apply to it. Its only a translation into C++. If you wish to prove me wrong you can certainly go develope a enviroment that supports implementing a Z coordinate using turing commands.

Turing is most definitely a language. The only thing that gets run by a computer is machine code. Everything else has to get translated to that. C++ gets converted to assembly, which then gets converted to machine code, and there are probably some more steps in there. Whether or not it gets converted to something else is irrelevant.

And syntactically, there's no problem creating a 3d engine in Turing - in fact, a number of people have already done so. The issue that they run into is not that they don't have the commands, but that drawing with Turing is too slow to do anything incredibly complex. You're not going to be able to remake Doom 3, but a couple hundred polygons won't be a problem.

"Z coordinates" aren't this magical data structure that all of a sudden makes life easy. A z coordinate is just another number. Instead of storing X and Y, you're storing X, Y and Z. You could have as many coordinates as you want.

Here's some code.

code:
var x, y, z : real


Done.
Imm0rtal




PostPosted: Wed Mar 15, 2006 11:12 am   Post subject: (No subject)

Martin wrote:
Imm0rtal wrote:
Unfortunatly Turing isn't Technically a language so this does not apply to it. Its only a translation into C++. If you wish to prove me wrong you can certainly go develope a enviroment that supports implementing a Z coordinate using turing commands.

Turing is most definitely a language. The only thing that gets run by a computer is machine code. Everything else has to get translated to that. C++ gets converted to assembly, which then gets converted to machine code, and there are probably some more steps in there. Whether or not it gets converted to something else is irrelevant.

And syntactically, there's no problem creating a 3d engine in Turing - in fact, a number of people have already done so. The issue that they run into is not that they don't have the commands, but that drawing with Turing is too slow to do anything incredibly complex. You're not going to be able to remake Doom 3, but a couple hundred polygons won't be a problem.

"Z coordinates" aren't this magical data structure that all of a sudden makes life easy. A z coordinate is just another number. Instead of storing X and Y, you're storing X, Y and Z. You could have as many coordinates as you want.

Here's some code.

code:
var x, y, z : real


Done.


Thank you for your off-topic post.

You did miss interpret my post. A z- coordinate is what you just explained and just because something is possible does not make it plausible.

To answer your other question.. Turing "code" is translated into a C++ run enviroment which means.. The code is read using C++ and then all the "functions" are translated and printed to the screen. You do not get to choose what libraries are used as that has already been determind (Which is my reason for saying the z- coordinate is the bane of turing). You are bound by whatever functions the software allows.

Think of it like a software program where you write "black screen" and the program makes the screen black. Does that mean it is a new founded language? or just software taking what you type and performing an action.

So I guess Turing could be considered a language.. it does eventually get translated into binary.. as does everything you see on your computer. I tend to argue that technically Turing is C++ since that is the last step before it becomes Assembly.

Back on Topic :::
TokenHerbz wrote:
Arg, Astroids, thats a game which has cause me the greatest deal of fustration and stress.


What was the biggest problematic thing for this game? (Just Curious)

My Guess: Figuring out when your bullet or laser hit the baddies.. Twisted Evil
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