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4urentertainment
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Response to The Flash 'Reg' Lounge 2012-09-27 01:36:58 Reply

At 9/26/12 06:49 PM, Glaiel-Gamer wrote:
At 9/26/12 03:44 AM, PSvils wrote: (At first I thought you were decompiling the swf and getting the raw graphics data from objects, rather than just clip x/y/properties.)
I've played with this before a while ago and I'm gonna revive the idea for my next c++ game because fuck spritesheets,

I think that's what Tom was talking about a page back or two. The moment I realized that everything was just data that you can access in some way or another was awesome.

Like how "fla" is just a renamed .zip file and extensions are all just superfluous ways for the programs/system to know what programs open what. Like I could make a .joe file and it would work just because it's a file and it has data in it and it's called file.joe

Also, to Glaiel, where you working on Closure full time or were you in college or something?

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Response to The Flash 'Reg' Lounge 2012-09-27 12:38:28 Reply

At 9/27/12 01:36 AM, 4urentertainment wrote:
At 9/26/12 06:49 PM, Glaiel-Gamer wrote:
At 9/26/12 03:44 AM, PSvils wrote: (At first I thought you were decompiling the swf and getting the raw graphics data from objects, rather than just clip x/y/properties.)
I've played with this before a while ago and I'm gonna revive the idea for my next c++ game because fuck spritesheets,
I think that's what Tom was talking about a page back or two. The moment I realized that everything was just data that you can access in some way or another was awesome.

I once did try to extract line data from a .swf to use for map editing (AI pathnodes), but it wasn't a serious project, and I only started to grasp half of the way it stored the data...but decompiling .swf's is really cool! Funny thing is I was using an AS3 library for that if I remember right...as3 decompiling as3 :o

BTW, Pascal...is bullshit...amiright?

P.

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Response to The Flash 'Reg' Lounge 2012-09-27 13:26:24 Reply

At 9/26/12 06:49 PM, Glaiel-Gamer wrote: I've played with this before a while ago and I'm gonna revive the idea for my next c++ game because fuck spritesheets, closure editor had like 3 different things I needed to do to add animation playback speeds / metadata into graphics (like where to attach objects to when a character is holding something and whatever). I wanna be able to just use the shitty form of nesting objects together in flash to be able to organize stuff.

Just for curiosity, what was the closure editor like? Did you build it yourself form scratch, or are their tools out there that you can plug in for certain tasks? While I don't see myself jumping into C++ anytime soon, having the correct tools at hand will be important when I have time to move onto something like C# or java.


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Response to The Flash 'Reg' Lounge 2012-09-27 15:51:32 Reply

At 9/27/12 01:36 AM, 4urentertainment wrote: Also, to Glaiel, where you working on Closure full time or were you in college or something?

Dropped out of college in 2010 to work on it full time when we got funding (from the behemoth actually, woo newgrounds)

At 9/27/12 01:26 PM, 23450 wrote: Just for curiosity, what was the closure editor like? Did you build it yourself form scratch, or are their tools out there that you can plug in for certain tasks? While I don't see myself jumping into C++ anytime soon, having the correct tools at hand will be important when I have time to move onto something like C# or java.

I coded pretty much everything in closure 100% from scratch except for box2D, which I still ended up having to edit the source for it to get it to work right with bitmap physics.

The editor sucks. Its actually accessible in the steam build of the game just go set the flag for it in the config file and copy resources over into the /mods folder (there's a readme for it there).

There's about 3 different "editors" included in closure, and within those there's a few sub editors. Animation editor, sprite editor, level editor

Animation makes you input a PNG, then you define how many frames of animation on there, and how they're arranged (4x5 grid of frames, 18 frames total), and how much time to spend on each frame (with a little bar graph you can edit). There's a sub-editor here where you can place hotspots on each frame of animation (a.k.a. in the hands of all the "holding orb" animations for characters, and a few other ones), hotspots are referenced in the game code to attach objects together or just get points from the animation.

Sprite is a list of animations in a specific order, and dimensions of the sprite. This was wrong dimensions should have been part of the animation, but too bad by the time i realized that that was wrong it was too late to change it.

Level editor had 4 modes to it, collision editor, object editor, decorations editor, and properties editor.

Almost all main actions are done with hotkeys. Object editor has a selection menu though which I added when I ran out of hotkeys for objects. You can make a turret by placing a spotlight then hitting "t" while the spotlight is selected to set its turret flag.

Its a pretty nonintuitive editor, but since I made it myself I was able to add fixes to it all the time to clear up annoyances I had with it, and it ended up being really really efficient to work with for us in the end.

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Response to The Flash 'Reg' Lounge 2012-09-27 23:21:55 Reply

These recent posts reminded me about using Flash Pro as a level editor. Holy shit! it's so much better than hardcoding those numbers in. After a snafu with bmd.draw and the matrix parameter, I came up with this.

Luckily this computer can easily handle alt tabbing while FPro is open. Efficiency!

I can see this working for menu layouts as well, which would help my (nonexistent?) artist transfer layouts to me. And it'll probably cut down the amount of code by a ton since a huge chunk of it is addChilding menu stuff and setting xy's. Awesome.

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Response to The Flash 'Reg' Lounge 2012-09-28 00:01:25 Reply

At 9/27/12 11:21 PM, MSGhero wrote: I can see this working for menu layouts as well, which would help my (nonexistent?) artist transfer layouts to me. And it'll probably cut down the amount of code by a ton since a huge chunk of it is addChilding menu stuff and setting xy's. Awesome.

Why was a huge chunk of code addChilding menus, anyway? o.o?


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Response to The Flash 'Reg' Lounge 2012-09-28 00:11:31 Reply

At 9/28/12 12:01 AM, egg82 wrote: Why was a huge chunk of code addChilding menus, anyway? o.o?

Listeners, x, y, alpha, defaultTextFormat and all that textfield crap (made a class just to avoid typing out all of that every time), addChild, drawing menus via sprite.graphics (I-don't-have-an-artist programmer graphics), width, height, or the default text of 53 different buttons, menus, or textfields ~= 400 lines. It's not a HUGE chunk considering the class is 4700 lines, but still...removing lines without breaking the game makes me happy ^-^

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Response to The Flash 'Reg' Lounge 2012-09-28 00:38:41 Reply

I'm working on an actionscript source code obfuscator written in Java; it is already functional and I've been testing it on various open source actionscript projects. Now I just need to fix some minor things, add some more features and options; and maybe create a GUI for people who fear the terminal.

Cool actually you should share this with us when you're done. I have tried other obfuscators. Even paid for them. I can never find a good one. I've always wanted something simple that will just rename my class, variable, and method names. As far as I know, theres nothing that exists that can do that free and easily.

nothing flash-related at the moment. Working on a general-use API (basic DB connection, basic security, etc.) in PHP so I can finally finish my website layout. After that i'll probably get back to work on my last Flash project, Tactics.

PHP is OK. I personally am not a huge fan, though. What is Tactics ?

Losing momentum with my zombie game...though I always switch between making music and programming in phases of a few months.

I agree. I read Tyler's post about his version of A* and it is very cool. I would love to know exactly how it works, though. How do you assign initial values to the nodes? It seems that every time the player makes a move then each node. 1: Decreases it's 'scent' value. 2: Sets the node at the players current position to 100% scent. Am I missing anything else ?

Still trying to keep a steady flow of updates rolling out for The Drawing Grounds while also whipping up a concept for another game that can use the NG API as a sketchy multiplayer platform.

Thats awesome. I agree w/ 4urentertainment. Ulitizing these NG APIs is probably good. I mean thats why they made them right?

I'm still working hard on Concerned Joe the downloadable version. It's coming along pretty solid, we're trying to make it as awesome as possible, and we're trying to slowly build a following since I'm told marketing is very very very important in the downloadable market.

Wow! That looks amazing. I really need to catch up your dev blog. Do you have a twitter that I can follow ? I am really impressed w/ your progress. Hope to be playing a full length concerned joe within the next year. :)

Even if the game is garbage, people will usually let a .swf load and hit play, rather than downloading a potentially dangerous and unknown .exe and running it.

Flash player still has 99% web browser penetration. There is value in that, regardless of what web technology hipsters tell you. :P


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4urentertainment
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Response to The Flash 'Reg' Lounge 2012-09-28 07:31:05 Reply

At 9/28/12 12:38 AM, PrettyMuchBryce wrote: Wow! That looks amazing. I really need to catch up your dev blog. Do you have a twitter that I can follow ? I am really impressed w/ your progress. Hope to be playing a full length concerned joe within the next year. :)

Thanks for the kind words! Although I don't really use twitter that much, I just made this: https://twitter.com/ConcernedJoe

Until we start posting there, the devblog is probably where you'll find the latest stuff. We even made a mailing list that you can sign up to on the blog to be notified of new posts and stuff!

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Response to The Flash 'Reg' Lounge 2012-09-28 16:46:16 Reply

At 9/28/12 12:38 AM, PrettyMuchBryce wrote: I agree. I read Tyler's post about his version of A* and it is very cool. I would love to know exactly how it works, though. How do you assign initial values to the nodes? It seems that every time the player makes a move then each node. 1: Decreases it's 'scent' value. 2: Sets the node at the players current position to 100% scent. Am I missing anything else ?

The way I did that demo was not quite scent based, but it was based on the idea. That one had 4 maps, a "distance from wall" map, a "distance from targets" map, a "number of zombies on each grid space" map, and then the final combined pathfinding map, every frame it would generate the number of zombies per grid space map, then run flood fill out the pathfinding map using the others as weights for how much effort was required to pass through a tile (to keep them away from walls and tiles with lots of zombies). I dunno I did it in 2010.

The way to do real scent-pathfinding (I did this before too but don't have a sample of it)

You have your pathfinding grid, each grid space is just a float of how much "scent" it has
To emit scent into the map, just add scent to the grid space the emitter is on. For targets you want to avoid, you add negative scent to the map.

Now to diffuse the map, its just a blur operation pretty much. Don't do it "in-place", you diffuse onto a NEW map then swap the new one in place of the old one. For grid space (x, y) in the new map, you just sum up the values from (x, y),(x-1, y),(x+1,y),(x,y-1),(x,y+1) from the old map, and divide by 5. If one of those spots is a wall, its value is 0, and the divisor decreases by 1 (not entirely necessary, you can also treat walls as just emitters that set their current value to 0 always, instead of adding or subtracting a flat amount). You're gonna want to multiply the value of each tile by .99 or something every tick too to prevent stuff from spiraling to infinity. Also you're gonna want to use sufficiently large values for emitters, otherwise tiles far away will have extremely small scent values (denormalized floats) which are REALLY slow to compute

Play around with it its fun. I curious about it for a while. Seems really like, suited for zombie games.

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Response to The Flash 'Reg' Lounge 2012-09-29 04:13:30 Reply

By the way, the spritesheet generator I was talking about, you can find here:
https://github.com/PDeveloper/SpritesheetGen

It's really basic right now, but in the past few days I managed to have it be actually useful, since it can do PNG Sequences or Starling spritesheets. Limitations...only Movieclips, no Sprites (in terms of it doesn't parse Movieclips with only 1 frame). Otherwise, I'm just working on more features and fixing bugs/making it more stable now.

If any of you guys want to download it and give it a whack, it would be good to get some feedback and feature requests, though right now it's extremely minimal, and might fuck up once in a while...

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Response to The Flash 'Reg' Lounge 2012-09-30 13:04:27 Reply

Also something I did a few weeks ago:

Online Lines of Code counter

Because all the LOC counters I found had me downloading a complicated program/script and I couldn't find one that was quick and online. So there you go.

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Response to The Flash 'Reg' Lounge 2012-09-30 14:09:44 Reply

I'm actually kinda waitin for this game design forum, I hope it's an actual thing now.

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Response to The Flash 'Reg' Lounge 2012-09-30 15:56:30 Reply

At 9/28/12 12:38 AM, PrettyMuchBryce wrote: PHP is OK. I personally am not a huge fan, though. What is Tactics ?

Oh, I didn't see that :P

well, the API's really made for people like me that run or code more than one server, so
a) we don't have to type everything out over and over
and b) it'll handle all the cross-server stuff automatically

Tactics is... Well, think of WoW in a 2D flash game. Made with sprites so it looks kinda like pokemon.


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Response to The Flash 'Reg' Lounge 2012-10-01 11:38:14 Reply

At 9/30/12 02:09 PM, I-smel wrote: I'm actually kinda waitin for this game design forum, I hope it's an actual thing now.

I've still been on the fence. I get nervous that every attempt I make to improve NG ends up destroying some cherished pocket of community that I never fully comprehended, so the site just keeps getting more "technically correct" while becoming vacant of the people and spirit that made it fun to start with.

At the same time, those cherished pockets of community more likely move on when we DON'T make things correct fast enough. It's like the chicken or the egg.


This is the game JohnnyUtah and I have been working on.

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Response to The Flash 'Reg' Lounge 2012-10-01 13:09:00 Reply

I think a dedicated game development forum would be cool, as long as you left the programming one, and probably a separate one for AS as well.


If ya have something to say, PM me. I have a lot of time to spare.
Also never PM egg82.

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Response to The Flash 'Reg' Lounge 2012-10-01 14:37:30 Reply

At 10/1/12 01:09 PM, MintPaw wrote: I think a dedicated game development forum would be cool, as long as you left the programming one, and probably a separate one for AS as well.

we already have a forum for AS.
Though it seems more and more like new people just flat-out ignore that forum and post AS questions elsewhere. Is it the layout, maybe?

Anyway: i'm not entirely sure what use a Game Dev forum would serve, to be honest. I mean, what would go in it?

Side-note: I got back to work on a multiplayer in AS.
Using AIR for sockets and config files because it's much faster than going through PHP via URLLoader. (3-10ms vs. 600+ms)

Too bad I can't submit a finished project to NG like that :(


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Response to The Flash 'Reg' Lounge 2012-10-01 14:45:57 Reply

At 10/1/12 02:37 PM, egg82 wrote: Anyway: i'm not entirely sure what use a Game Dev forum would serve, to be honest. I mean, what would go in it?

Stuff like this, or this, or more o this.

If Newgrounds isn't that, though, then I can just carry on going other places.

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Response to The Flash 'Reg' Lounge 2012-10-01 15:00:21 Reply

At 10/1/12 02:37 PM, egg82 wrote: Anyway: i'm not entirely sure what use a Game Dev forum would serve, to be honest. I mean, what would go in it?

I-smel already replied but I had a little speech going on sooo...

Game design and game programming are two very different things. The flash forum right now is all about the technical aspects of creating a game.

Game design, arguably the most important job in games, involves discussions of what makes games fun, game concepts, and how you could make your game more fun or engaging, or how for example you could get people playing your game for long. Or level design, and what makes a good level. Or perhaps discussions of what your game's purpose is. Are you trying to entertain? Are you trying to convey a message? Are you experimenting with a new mechanic?

I believe we talked about this a few pages back.

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Response to The Flash 'Reg' Lounge 2012-10-01 15:50:09 Reply

At 10/1/12 02:45 PM, I-smel wrote: Stuff like this, or this, or more o this.

I checked out your newspost. Well, checking out. Still watching all the vids :P

At 10/1/12 03:00 PM, 4urentertainment wrote: I-smel already replied but I had a little speech going on sooo...

haha, that's fine.

Game design and game programming are two very different things. The flash forum right now is all about the technical aspects of creating a game.

true, but the reg lounges serve that purpose pretty well. That's what I was referring to :P

my worry is that the forum will just be used as a dump for "Hey, look at this!" threads.

Game design, arguably the most important job in games, involves discussions of what makes games fun, game concepts, and how you could make your game more fun or engaging, or how for example you could get people playing your game for long. Or level design, and what makes a good level. Or perhaps discussions of what your game's purpose is. Are you trying to entertain? Are you trying to convey a message? Are you experimenting with a new mechanic?

I agree, but see above.

I believe we talked about this a few pages back.

I try to keep up with the lounges, but I fall behind at points.


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Response to The Flash 'Reg' Lounge 2012-10-01 16:46:20 Reply

At 10/1/12 11:38 AM, TomFulp wrote:
At 9/30/12 02:09 PM, I-smel wrote: I'm actually kinda waitin for this game design forum, I hope it's an actual thing now.
I've still been on the fence. I get nervous that every attempt I make to improve NG ends up destroying some cherished pocket of community that I never fully comprehended, so the site just keeps getting more "technically correct" while becoming vacant of the people and spirit that made it fun to start with.

At the same time, those cherished pockets of community more likely move on when we DON'T make things correct fast enough. It's like the chicken or the egg.

Game design forum would probably end up having some decent discussions, and like a million "HEY GUYS I DESIGNED THIS GAME ANYONE WANT TO PROGRAM AND ART IT FOR ME?"

But having a nice game design forum would be pretty cool, since I don't have a design forum I visit anymore since I left tigsource. Other than this cool private indie skype chat, which is neat cause we can discuss things we don't want to make public yet.

Anyway might wanna consider limiting posting/creating topics to people who have been credited on a game on NG if you make a design forum, just to tone down some of the noise.

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Response to The Flash 'Reg' Lounge 2012-10-01 17:37:35 Reply

I don't think there being too much noise is that scary of a problem, I think nobody using it is main fear. I mean y'know, it's mostly going on in this ONE THREAD.
That's always the kind of thing you can add later anyway.

I was gonna say "oh man I wish I had a secret game design circle!" but then again I can still make everything public anyway.

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Response to The Flash 'Reg' Lounge 2012-10-01 17:56:19 Reply

At 10/1/12 05:37 PM, I-smel wrote: I don't think there being too much noise is that scary of a problem, I think nobody using it is main fear. I mean y'know, it's mostly going on in this ONE THREAD.

no, if it's here then people will use it. That's pretty much a given. The question is: What will it be used for?

okay, so say it doesn't get used. Damn, that sucks. Oh well, nothing more after that.
however, I always plan for the worst and hope for the best. So: What happens if it gets overused and completely abused? What do we do then?

I was gonna say "oh man I wish I had a secret game design circle!" but then again I can still make everything public anyway.

Although the idea of being in some sort of "private indie dev circle for privileged eyes only" sounds really fun (and kinda cool :P) - it's ultimately pointless and completely defeats the purpose of being an indie dev.

... and along comes github!


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Response to The Flash 'Reg' Lounge 2012-10-01 21:20:01 Reply

I agree with Tyler that "Game Design Forum" would have tons of people asking about MAKING games rather than the theory of game design and stuff (if you get what I mean). If you could name it something more specific to game design theory rather than "hey, we make games," you'd probably see more proper use of it, though of course there will still be those people.... Or have a sticky thr--wait no one reads those.

Also, my artist is alive! My game might be finished at some point!

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Response to The Flash 'Reg' Lounge 2012-10-01 21:47:59 Reply

At 10/1/12 09:20 PM, MSGhero wrote: Or have a sticky thr--wait no one reads those.

ahahahahaha- oh, wait, that's true...

Also, my artist is alive! My game might be finished at some point!

congrats! :D
now go and finish your game :P


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Response to The Flash 'Reg' Lounge 2012-10-02 01:20:03 Reply

Y'know that new NG header logo is really starting to grow on me.

I still really really think "Everything by Everyone" should be brought back It was a beautiful slogan :'(

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Response to The Flash 'Reg' Lounge 2012-10-02 02:15:43 Reply

it would be fantastic if there where a game design forum, I surely would post more.
As egg said the lounge do cover (some) of the game design stuff. However this mainly consists of just a few newgrounds regulars, and its a little intimidating to just join in after 60k+ posts and starting back in 2006.
So its a bit hard for newer members/others that aren't active in flash but are in other section of game making such as mobile and 3d stuff which newgrounds is currently cutting off.

Just my two cents.

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Response to The Flash 'Reg' Lounge 2012-10-02 02:29:01 Reply

I would actually come to Newgrounds every day if there was a game design forum :O

I'ld be great, we could all talk about design theories and why hot girls and zombies give flash games high ratings no matter what.


Trying to post in topics that have no replies. Trust me it's a horrible feeling when nobody replies to your topic :{

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Response to The Flash 'Reg' Lounge 2012-10-04 19:06:31 Reply

I keep telling myself I want to learn C++, but I have no real good excuse to use it right now. I've been doing a lot of ruby, ActionScript, Java, and Javascript over the last year. Also headers files and why? Also "->" and "*" and "::" and "~" and memory management, oh my. It would be fun, though.


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Response to The Flash 'Reg' Lounge 2012-10-05 00:30:48 Reply

At 10/4/12 07:06 PM, PrettyMuchBryce wrote: I keep telling myself I want to learn C++, but I have no real good excuse to use it right now.

Haxe keeping you away? Yeah...me too...