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2D Doom game, Doom Arena.

Name: Anonymous 2009-03-08 14:31

Hai /prog/,

I've been coding this game for about a week now. It will be a mass-killing-2D-tile-style-arena-type-doom-clone-multiplayer-game. It is coded in C, and uses SDL (and SDL_mixer), and UDP for the multiplayer thing. Anyway, I finished yesterday the network programming, and it works fine, and it is very fast. Just finished coding the two player local multiplayer thing. Blah blah blah. Sorry I'm tired.

Here's a screen, taken some minutes ago: (with the local multiplayer mode, dsadsada)
http://www.noelshack.fr/voir/010309/lol037858.png

Name: Anonymous 2009-03-08 17:25

Also, doing both game logic and basic drawing directly from your input handling may have been cool for shaving off some cycles in the 80's, but nowadays we like to structure our code a little better. Nice job on calling SDL_BlitSurface directly instead of setting up some abstraction functions, too, and on the massive amounts of copy-pasting between code for moving in all directions, and for almost identical objects like the players.
And you seem to have accidentally named your player direction variable (which should be a property on his sprite struct, no?) player_position.

HIBTY?

Why aren't people taught the most elementary best practices, anyway? When we learned programming in my first year, the examples we were shown all put unescaped POST data directly into SQL queries. And now we're learning to do OpenGL using fucking immediate mode. I know our instructors wouldn't write code like that, so would it have been so damn hard to teach us properly?

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