Two Heads Better Than One

This is a discussion on Two Heads Better Than One within the Game Programming forums, part of the General Programming Boards category; Out of curiosity, why not use Dev-C++ 4.9.9.2 instead? It is the most up to date and as far as ...

  1. #16
    Me pwn you.
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    Out of curiosity, why not use Dev-C++ 4.9.9.2 instead? It is the most up to date and as far as I know doesn't have any bugs that can't be fixed by a dev pack or 2.
    Well... it may have something to do with the fact that my drive D:
    quit working right after I installed my current version, and
    maybe not knowing there was a more current version might have
    played an important roll...

  2. #17
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    Quote Originally Posted by Dae
    I assume you've attempted making text based rpgs with two heads before, Blackroot, instead of taking a wild guess that it would be strange? Honestly, I think I've seen solo people give a lot of very strange code for text based games anyhow.

    50x50 was an simply an example, which could work in msdos btw.
    I have attempted a 2 person game and It failed miserably because I didint get how he coded. We just coded way to differently. When one person codes strangely, its fine because he gets what he did, but when someone else starts coding, it becomes wildly confusing if you dont see any comments or anything :P.

    I know, but it looks really bad on the regular MSDOS console screen :P.

    Ontopic, lay everything out, and post your idea on the board, then maybe more people would want to help :P. Of course, starting with two people from the start can help solve some storyline disagreements :P.
    Last edited by Blackroot; 02-03-2006 at 05:30 PM.
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

  3. #18
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    My work around for the two person project and finding what to do. I am making a game with my girlfriend, she does storyline and all that good stuff, gives me monsters and their relative strenth... those kinds of things, then I code it all.

    All day at work I deal with other people's coding styles, I am rewriting most of the tools that were written about 3 years ago, so most of the original authors either don't work with us anymore, or forget what they were thinking at the time. Working together on a project is all well and good, just make sure there are some style guides, so that both sides can read it.

  4. #19
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    Why would coding style matter? With encapsulation, you're not supposed to know how it works just what it does. As long as a good & relevant naming convention is used, a solid design layout should handle most issues.

  5. #20
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    Because not only one person will see all the code in the program. Sometimes jobs will overlap and will make things easier if both code with same styles so that it is easy to mesh them together. Besides learning to code in a different style isn't hard, so why not.

  6. #21
    Programmer in Training TWIXMIX's Avatar
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    I'll help you out. I've been looking for a programming partner for awhile. We just have to layout what style we're going to program with so we don't get confused.
    You can contact me at ryan.nielson@gmail.com or add me to msn with the same address.
    Learning C++
    Programmer in training

  7. #22
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    coding style matters, but indeed proper planning and design matter a lot more.
    Coding style comes into play there as it is needed to ensure a stable and readable interface convention between code modules, which everyone should agree on and follow.

  8. #23
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    Yes indeed coding style matters, but I plan to work it all out before I start coding,
    as I said...

  9. #24
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    Lol my project is getting pritty dull, its getting done minute by minute :P. Maybe another project with help rekindle my lost hope for my program :P.

    Contact me @ ApocalypseBlackroot@gmail.com if you want :P. I'm usualy open... Always :P.
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

  10. #25
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    I'd love to try and help...

    But as others in the forum will be able to tell you...

    I've been HARD at work on my own project.

    But yeah, some advice: Classes are good. For any function I gaurantee you can think of an "object" that would perform that function.... Thus, a new class is born..
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  11. #26
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    Well It looks like I have three people now. I'm still open to suggestions, though.
    Well, seeing how that's almost all you guys have been doing it shouldn't be to hard to

    come up with some more. Should it???
    Thanks for all the help, and I'll keep replying to anything directed at me, mostly once a day,
    though.

  12. #27
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    Quote Originally Posted by Shamino
    But yeah, some advice: Classes are good. For any function I gaurantee you can think of an "object" that would perform that function.... Thus, a new class is born...
    I think that classes are good too, but what's the purpose of a function if it's just replaced by a class? I think classes are good
    for storing data... But I don't know why one would use a class
    as a function. Classes make code more flexible, as someone
    (sorry I forget their handle) on this thread said, But I don't
    see any other uses for a class (but how can I if I don't look)?
    I haven't messed with them much, but I have started making a
    class for maps, but if I get going too much I'll go off the subject.

  13. #28
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    Making classes for functions is only useful if you intend them to be related to the class you're working on. Or whole sets of functions that you want to have a namespace.

    Code:
    class::function(void* args)
    /\ When you have lots of functions its not a bad idea, but when you have alot of headers and you dont know or dont remember what went where, namespaces help alot :P.
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

  14. #29
    ♥Sexy Coding Hunk♥ CartoonLarry's Avatar
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    I'll help out.

    You can contact me at larry @ cartoonlarry.com

  15. #30
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    i really must suggest using a modular approach to a game engine, it is not hard, and looks as structured as you can get. Really the only part that looks bad is where you start your program by making a window, dont try to wrap this in a module, it is not worth it.

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