I'll be letting though certain keypresses in the future, and will only be blocking the alt key from hanging my app and such. It also blocks the Alt+F4 key combination and co.
The test of behaviour I tell is an input field, allowing to type letters of European languages like ü, ä, ą and so on. I’m quite disappointed when I can’t input something like „Łabądź” as a player name, but able to edit in memory or in save file.
One more thing I forgot to say. If default function of the alt key is to open menu, that it’s defined somewhere in your game, settings or the engine. If you try default loop in win32 api app with an empty window, alt key does nothing and you need actually bind it to change its behaviour to show menu. So I recommend to blame settings or an engine first before disabling events on so low level.
Also such way of disabling events would prevent you of porting your app to other OSes like Linux and macOS
Hi. I work at a conpany that makes digital card games.
Start by making the rules work. We generally use a callback implementation. We have a class that handles the game and enforces rules and dictates flow, classes that represent players, and then a rendering class.
The game will call relevant functions to prompt the players for an action, passing the game state with them. The players respond with what they want to do. The game calls the renderer to draw it out, and the renderer will then call the passed callback action. Repeat until the game is over.
When a human is involved then you just hook actions to buttons and pieces and clickable elements that the game catches and responds to if needed.
Really you can use any principle or design paradigm you want, but since you are making a "simple" turn based game just having it simple and well segmented is an easy way to keep a handle on it.
Sorry for no screenshots, just wanted to share progress.
I entered my first game jam a couple days ago, engineless, and I'm making progress! I only have demo scenes currently, but actors (including a player), map rendering, scene states and contexts, etc are all working so far! Next up is collision!
I'm making an adventure game almost entirely inspired by a popular Nintendo franchise. Specifically ALttP.
I feel bad for ripping off a game idea, but there's not enough games that scratch that itch for me!
I'm doing the GBA Jam 2024, so it's for the Gameboy Advance. There is a manager library called Butano that's made the process easier, which could be an engine in a really loose definition.
Besides Butano, I'm just writing all the other things that engines like Unity/Unreal usually manage as part of the project. A 2D top down adventure game is a good first intro because there's not a lot that you need a dedicated engine for, and it's actually been a breeze compared to trying to make something in the Unity editor.
You could start with a multiplayer server that handles the game logic, and a command line client that that can interact with it, create a game room and invite someone to it.
You can handle realtime communication with socket.io.
Once you have the client and some game rules, you can implement the client on a frontend using a canvas or game engine.
You could then add the bot opponents using simple random number generation and some basic strategies.
I think the command pattern would be useful. The user requests to perform a command. The command implementation can define preconditions and actions that mutate your game state.
I'd point you to godot but I'm pretty biased because I just really love godot.
I will say though that depending on the scope of the project you have planned, it might not be best to make your dream project your first one. Test the waters with a few really small games first, and then once you're comfortable and know your tools well enough do your big idea.
Definitely Godot, if you want a quick overview of it and or an introduction course it's very much worth checking out Brackeys on YT. He is an excellent teacher.
Godot is my goto engine for 2D and 2.5D stuff. It's fairly easy to pick up, it's free, and open source, and there's plenty or tutorials for it.
It uses GDscript which is a python like language, so it's not too difficult to learn. That's usually my recommendation to newbies.
But, I'd say try different things, and you'll figure out what you like personally. You may find something totally different suits your personal taste and interests best.
What engine would most suit a RPG game that’s 2.5D isometric view, is kind to new developers and has a whole load of reference material so I can teach myself as I go?
I only have experience with Godot, but from that I can say its documentation is really good and has helped me so far to teach myself important stuff (am really new to game dev, but had some programming experience), and I do know it has support for isometric tilesets.
Unity, I have no experience with, but I guess it's overall more mature from being in use so much. It does come with some issues, see the scandal around their planned profit sharing policies a while back, which Godot circumvents by being free software.
AFAIK, yes, they pulled it back after the backlash - it just highlights that you will always be dependent on their decisions in the end. But overall - go with what feels better for you.
They did, but also they showed that they can never be trusted again.
If you're starting from scratch, Godot is a much more sensible choice—any unity studio with the ability to do so, will be dropping it as soon as they can
Edit: also gotta add if you have no coding experience whatsoever, you're probably best addressing that first. If you can't build a simple application, you will probably not succeed in building a game.
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