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Old 02-28-2012, 04:36 PM   #61
CoreysMonster
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Not to mention that Autodesk have a very laxed view on illegal downloads. A friend of mine got caught torrenting a bunch of plugins from autodesk that they dont have for free, and the police contacted Autodesk. After hearing that it was for personal use and she was a digital media student, they basically told the cops to stop bothering them with pointless shit.

My friend still has to pay a hefty fine, though, I think around 2000 Euros.

And that is why you don't use torrents.
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Old 02-28-2012, 04:54 PM   #62
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Today is pixel art practice day! I will now subject all of you to my shitty practice pixel art, starting with the most basic pixel art to make.
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Old 02-28-2012, 04:59 PM   #63
CoreysMonster
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I made a tree and fence last week.


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Old 02-28-2012, 05:14 PM   #64
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This really short and worth watching:

If you like games and more so game development then I recommend you check out their podcast Best Damn Podcast Ever. It's a gaming podcast with three hosts: a indie game developer, a lead designer at Firaxis and a Blake Buck a poor bastard.

I don't want to advertise the show to blatantly but, it's a really funny show that deals with a lot of interesting topics within the gaming industry.
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Old 02-28-2012, 05:30 PM   #65
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Quote:
Originally Posted by CoreysMonster
Not to mention that Autodesk have a very laxed view on illegal downloads. A friend of mine got caught torrenting a bunch of plugins from autodesk that they dont have for free, and the police contacted Autodesk. After hearing that it was for personal use and she was a digital media student, they basically told the cops to stop bothering them with pointless shit.

My friend still has to pay a hefty fine, though, I think around 2000 Euros.

And that is why you don't use torrents.

Yeah, they are pretty chill about that stuff. You can get a legit license just by giving them a school email.
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Old 02-28-2012, 06:00 PM   #66
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Originally Posted by CoreysMonster
If you want to hear them in action, listen to this


That's pretty awesome man I've already messed about using Peach and some TR-808 samples, sounds crazy
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Old 02-28-2012, 06:19 PM   #67
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With the collective talent of UG, you guys could make a pretty awesome game with a kick ass soundtrack. >_>
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Old 02-28-2012, 06:23 PM   #68
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Half of us would want to do RPGs, half of us would want a racing game, half of us would want a music game (jk about that last one) and half of us would want an FPS

We would have like 14 games and plenty of music for it.

Then we could buy the missile silo and be Missile Silo Games, inc.
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Old 02-28-2012, 06:56 PM   #69
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Originally Posted by GoxGetterxGuy
With the collective talent of UG, you guys could make a pretty awesome game with a kick ass soundtrack. >_>


+1,000

I'd love to compose a video game soundtrack, and I'm sure plenty others would
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Old 02-28-2012, 06:58 PM   #70
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Originally Posted by Laird95
+1,000

I'd love to compose a video game soundtrack, and I'm sure plenty others would

Good luck finding people to do the progamming and artwork
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Old 02-28-2012, 07:00 PM   #71
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Originally Posted by CoreysMonster
Good luck finding people to do the progamming and artwork


I could do the artwork too, but my programming skills are pretty non-existent
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What if the way their wieners were positioned they could only pee into each other's mouths?

And one had his finger joined to the other's butthole?

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Old 02-28-2012, 07:36 PM   #72
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Good luck finding people to do the progamming and artwork

well I'm a computer graphics (computer science + 3DS max) graduate and if I was unemployed instead of doing honours I'd totally be down
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Old 02-29-2012, 07:25 AM   #73
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I'd be up for making a game, though I'd want an FPS

I could do audio and artwork, but I can't really programme lol
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Old 02-29-2012, 08:49 AM   #74
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Do it in UDK, Kismet is well easy once you understand the process so I've heard. It just drag dropping events.
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Old 02-29-2012, 06:53 PM   #75
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Originally Posted by JackalUK
Do it in UDK, Kismet is well easy once you understand the process so I've heard. It just drag dropping events.


I downloaded the UDK January Beta, just as the February one was released

I'm gonna fiddle about with it and see what I can muster!
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Old 03-02-2012, 03:52 AM   #76
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To show off the progress I've made at C++ I made a really, really short CYOA game.

http://www.mediafire.com/?26e4pqp9rs0mcb1



Here's the code if any of you are interested:

Code:
#include <iostream> int main() { using namespace std; int answer; int action; cout << "As you walk along the grassy field you're ambushed by a goblin!" << endl; cout << endl; cout << "What do you wish to do?" << endl; cout << endl; cout << "Type 1 to attack! Type 2 to hold your ground! Type 3 to flee!" << endl; cin >> action; if (action == 1) { cout << "You attack the goblin with your short sword!" << endl; cout << endl; cout << "You have slain the goblin!" << endl; } if (action == 2) { cout << "You stand your ground as the goblin attacks you!" << endl; cout << endl; cout << "You are slain by the goblin" << endl; } if (action == 3) { cout << "You run away with your tail tucked between your legs" << endl; cout << endl; system("pause"); cout << endl; cout << "You trip over a rock and break your neck" << endl; cout << endl; cout << "You are dead!" << endl; cout << endl; } system("pause"); return 0; }
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Old 03-02-2012, 04:17 AM   #77
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^ That's pretty much how much C++ I know.
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Old 03-02-2012, 02:34 PM   #78
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Quote:
Originally Posted by NothingRocks
Code:
#include <iostream> int main() { using namespace std; int answer; int action; cout << "As you walk along the grassy field you're ambushed by a goblin!" << endl; cout << endl; cout << "What do you wish to do?" << endl; cout << endl; cout << "Type 1 to attack! Type 2 to hold your ground! Type 3 to flee!" << endl; cin >> action; if (action == 1) { cout << "You attack the goblin with your short sword!" << endl; cout << endl; cout << "You have slain the goblin!" << endl; } if (action == 2) { cout << "You stand your ground as the goblin attacks you!" << endl; cout << endl; cout << "You are slain by the goblin" << endl; } if (action == 3) { cout << "You run away with your tail tucked between your legs" << endl; cout << endl; system("pause"); cout << endl; cout << "You trip over a rock and break your neck" << endl; cout << endl; cout << "You are dead!" << endl; cout << endl; } system("pause"); return 0; }
Your should simplify the code:

If you want a newline, you don't need to keep adding:
Code:
cout << endl;


Instead, you could simply add another:
Code:
<< endl;
to the line:
Code:
cout << "As you walk along the grassy field you're ambushed by a goblin!" << endl;
so that it becomes:
Code:
cout << "As you walk along the grassy field you're ambushed by a goblin!" << endl << endl;


An alternative would be to replace all of the:
Code:
<< endl;
with
Code:
"\n"
directly in the string being printed. So before, it would look like
Code:
cout << "As you walk along the grassy field you're ambushed by a goblin!" << endl << endl;
and after the replacements, it would look like this:
Code:
cout << "As you walk along the grassy field you're ambushed by a goblin!\n\n";


The difference between using "\n" newline and using "<< endl;" endline is that "<< endl;" calls the flush() method of the stream. So using "\n" will be quicker than "<< endl;" but the difference is almost never noticeable. There are times where you need to use "<< endl;" over "\n", though.

Another thing: When defining multiple variables of the same type, instead of defining them like this:
Code:
int answer; int action;
you can define them like this:
Code:
int answer, action;


TL;DR I cleaned up your code:

Code:
#include <iostream> int main() { using namespace std; int answer, action; cout << "As you walk along the grassy field you're ambushed by a goblin!\n\n"; cout << "What do you wish to do?\n\n"; cout << "Type 1 to attack! Type 2 to hold your ground! Type 3 to flee!\n"; cin >> action; if (action == 1) { cout << "You attack the goblin with your short sword!\n\n"; cout << "You have slain the goblin!\n"; } if (action == 2) { cout << "You stand your ground as the goblin attacks you!\n\n"; cout << "You are slain by the goblin.\n"; } if (action == 3) { cout << "You run away with your tail tucked between your legs.\n\n"; system("pause"); cout << "\nYou trip over a rock and break your neck.\n\n"; cout << "You are dead!\n\n"; } system("pause"); return 0; }
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Old 03-02-2012, 03:11 PM   #79
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Oh sweet, thank you! I really appreciate it, I had no idea about \n syntax.
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Old 03-02-2012, 03:14 PM   #80
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Quote:
Originally Posted by NothingRocks
Oh sweet, thank you! I really appreciate it, I had no idea about \n syntax.
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