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[tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 2:44 pm
by Moosader
Heya guys-
I've gotten a lot of the written version of BGtGP:APSA 2 (ugk) written, but it still feels somewhat incomplete.
If possible, I'd like some people to read through and critique the guide, so I can get it to a good level of quality before creating the video versions. It's not as extensive as the version episode, as it doesn't cover how to use graphics/sound/etc, and doesn't even have that much code.
ODT (Open office) version:
http://moosader.com/tutfiles/Moosader_BGtGP2shmup.odt
PDT version:
http://moosader.com/tutfiles/Moosader_BGtGP2shmup.pdf
What I'm wondering:
* Does this make sense to you?
* Does this help you understand?
* Do you think you understand enough to make a shmup on your own after reading this guide and Guide #1?
* What do you think is missing? What needs to be explained in more depth?
* What do you feel like wasn't covered?
Thanks for any input!
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 3:15 pm
by GroundUpEngine
-The structure is pretty good
-I think the game design part is decent
-Also the Bounding Box/Collision part was well explained
-The code deisgn went in depth and the diagram was nice
#I think some people might not understand the Singletons though
#The Creating Level's part could go a bit more in depth
#Particles?
So far so good I thinks
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 3:29 pm
by Moosader
GroundUpEngine wrote:-The structure is pretty good
-I think the game design part is decent
-Also the Bounding Box/Collision part was well explained
-The code deisgn went in depth and the diagram was nice
#I think some people might not understand the Singletons though
#The Creating Level's part could go a bit more in depth
#Particles?
So far so good I thinks
Cool. Thanks for the input, it really helps.
Do you think it was too brief? I'm afraid it might start guiding the reader onto a raft and then kind of push them out to sea before they're prepared with a paddle or something. (Ok weird analogy)
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 3:38 pm
by GroundUpEngine
Moosader wrote:
Cool. Thanks for the input, it really helps.
Do you think it was too brief? I'm afraid it might start guiding the reader onto a raft and then kind of push them out to sea before they're prepared with a paddle or something. (Ok weird analogy)
np, lol nice analogy :D
Nah I think that a good Game Design and Technical Design is the key for making/completing a game, however the guide kinda tells you all the elements of a shoot em up; but then not so much about putting them together, which makes it too brief I guess
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 7:13 pm
by davidthefat
Waiting for episode 3... Can't get the damn collision right for the ground....
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 8:58 pm
by Moosader
davidthefat wrote:Waiting for episode 3... Can't get the damn collision right for the ground....
This does have code for bounding box collision detection, if ye want. ;P
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 9:58 pm
by Moosader
I've updated the later part of Lesson 2, the part on managers and other objects, if anyone wants to review that. Thanks.
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Feb 21, 2010 10:30 pm
by GroundUpEngine
Moosader wrote:I've updated the later part of Lesson 2, the part on managers and other objects, if anyone wants to review that. Thanks.
Cool!
Just checked it out, the code examples, etc.. are a good addition it definitely goes more in depth now
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Sun Apr 04, 2010 9:09 pm
by Moosader
Could some peoples give me some critiquing on Lesson 2 of the guide? I want to make sure I have good information before I do the video for this part.
Mainly, I write about using managers like LevelManager, ImageManager, SoundManager, and CharacterManager, but is this an alright structure?
I was talking to Bakkon about how he uses static members/functions in his base class so basically they act as the managers for all the children.
Is either way better than the other? Should I cover both? Do I have too many manager classes, should I have something more like an asset manager, renderer, and game state manager?
Thanks.
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Mon Apr 05, 2010 10:51 am
by GroundUpEngine
Hey, I've seen Bakkon's techinque it's pretty nifty imo. You should do both
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Mon Apr 05, 2010 11:44 am
by jacob.krustchinsky
I am a Moosader fanboy xP
- melts -
Looks great Rachel! It read clearly and I could understand each process well!
Re: [tutorial] Beginner's Guide ep 2 - SHMUP (need criqituing)
Posted: Mon Apr 05, 2010 12:32 pm
by MrDeathNote
This is a very well written tut, imo you should be very proud of it. I think you should teach the design that you believe in the most, you have enough experience to see a good design and if you believe in the design you can better convey your ideas to the reader. It's really up to you though, it's your series, your name's going on it. But all in all, i think you've done a great job so far, dont stop now!!