Showing posts with label Programing. Show all posts
Showing posts with label Programing. Show all posts

Thursday, December 8, 2011

Game Programming - Motivations

So, I'm learning applied C# programming in a part of my free time. Since Im a geek at heart and apparently spent some days (*cough*) playing at the PC in my life, I decided to give game programming a short. Im using XNA (apparently I allready blogged this a while ago, damn, Im bad at remembering stuff and keeping it up to date...).

While, I have some defined examples of some games that probably will be fun to play and sorta innovative, they are pretty complicated, so I want to start small.

Some Jump&Run will do for the first I said myself. So I wanted to look up some simple games I know. Soon enough I re-remembered Canabalt. ( http://www.adamatomic.com/canabalt/ )

The game design is simple, yet amazing and addictive, especially if you got an exam next day. A big part of its charm comes from them music. So after doing some tracing, I soon found out what other games had music written by the same author...

Especially 2 are noteworthy:

Super Meat Boy - Now I know this one since a while. What identifies it primary, is it's difficulty level, that is pretty much absurd. Basicaly it's your good old mario, with the difference, that the fireman is replaced by a cube of meat with legs and arms, princess peach with Bandage Girl and the big fat green ugly turtle boss, by the charmant Dr.Fetus.

(I still have no idea why Bandage girl is called this way, besides considering the fact that she's geting kidnaped ~320 times in this game, they should rather call her bondage girl).

Oh and the world. Basicaly you dont jump on anyones head or shoot fireballs or collect shrooms. The world is mostly grim, bloodred (actually only in the hell chapter, but dying >200 times/hour, covers surfaces with red stain quite a bit and no im not exagerating) and 99% filled with things that move, are sharp and will kill you instantly if you get too close.

  To sum it up: here haf a video: 



A second game by the same "meat team" (what fiting name), is Binding of Isaac, that features a small kid who is trying to get murdered by his fanatical mother who hears the voice of god... so he hides in the basement, that is filled with horrific things that all want to bite and kill you, starting with flies, over zombies and mutated kids down to the four horsemen and even satan himself.

Luckily there are hundreds of upgrades Isaac can collect, which makes this game so awesome....

TL;DR: this thing distracted me for like 3-4 days from my thesis


It might be the D&D blood (+1) talking in me, but if something can buy me, when it comes to games, its upgrades and randomness. And Binding of Isaac pretty much shows a good level of it.

So i might try to make a project like this I guess.

Sure it wont be even close to this complicated, "good" looking and interesting, but its all learning I guess.

Thursday, November 17, 2011

Monopoly

For study purposes I was looking for control sequences of a DG2020. Had to discover that every single website, documentation etc. was refering to LabVIEW which has a license that costs thousands...

The official documentation doesn't even cover any other options or direct programming. Gross.

Monday, November 7, 2011

Neuronal Networks

I'm not exactly a great programmer, in fact I'm (sorta) studying and (sorta) learning by myself to become (sorta) one at some point, but I did allready had (sorta.. ok i shut up) some contact with C++, VB, Delphi, Labview, French, Matlab, all kind of web-stuffs and other languages so far. However C# is a new one. And while it's good old C in its principles, starting programming a Neuronal Network in it, might have been not the best idea ever. It also feels like I'm being outsmarted by a single (even simulated) brain cell.

On the bright side, it is a project I've been planing and researching along since ages, so it's finaly time to programm somethign that will probably contradict all of my asumptions and theories, but heh, that's how it works I guess.

Anyhow I'm sorta ready with the design of my first "amplified node" and the classical "node" in the sense of neurological networks. Really looking forward for the point, where I have their "phasing", priorities and the GUI worked out, so I can give em a try. Will prolly take quite a while.

Though, I'm allready now wondering, how good the idea was to allow nodes to get bored and annoyed. I swear if the programm will sell my gloves on Ebay (for reference purposes: I programmed some gaming bots at some point, and they sold their equipment, especially the gloves pretty often in the first phases), I pick up some other study...

Tuesday, November 1, 2011

Classy

Object
Object.Space
Object.Space.Neu.
Object.Space.Neu.Node
Object.Space.Neu.Node.Heavy

Finaly got the structure. And yes I know I dont need the object part :p, but hey, shhh