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  1. In Topic: How to write a nicely structured game

    Posted 14 Jan 2013

    View Postmacosxnerd101, on 13 January 2013 - 03:46 PM, said:

    The Button class strikes me more of a View component. The Model is the state and data of the game, and the View is the UI.

    Yes, but i dont see where its more of a view component. Do you mean that a button should only be a graphic representation of its function (like for example opening a submenu)? Is then the menu object also a view component? Then im left with no model components.
  2. In Topic: How to write a nicely structured game

    Posted 13 Jan 2013

    Okay, i have read a little bit about MVC and analysed some examples. Im going to create a new project where im going to implement my Title Screen. And i would be greatful if you could tell me if i divided it properly.

    Im going to create a Button class(same as the one i have written before), that has a point, width, height and a label and some getters and setters.

    Then im going to implement A menu class that consists of a point, number of buttons, current Button, a List of Buttons, and an optional subMenu.

    Im going to implement a Menu Controller class that is going to get input from the user and change the current Button accordingly, and (this is a little bit blurry) select current button so that an action like starting the game is taken.

    Render class for the menu, that renders each button that is passed to it.
  3. In Topic: How to write a nicely structured game

    Posted 13 Jan 2013


    First, please post your code here, using code tags: .

    Sorry for uploading the code to pastebin instead of pasting it here, i thought it would take too much space.


    Are you familiar with the MVC Pattern? You could use that, as well as using a StateManager to help separate your GUI and state/data.

    Thank you very much! I think its exactly what i need. Im going read a little about the MVC and get some examples and return.


    I can see where you have started off on the wrong foot, because:

    1. You have no clear detailed feature sets laid out for the game - everything is in the air.

    2. You don't seem to have any idea how to write the individual components you have planned for your game.

    The game features actually aren't of any problem to me. I avoided implementing them until i had my level choosing system done. This way i could avoid creating temporary arrays of data in the code and some other reasons.


    If I were you I would prototype everything in isolation; the menu system as one project, the in-game action in another for example. This was my approach when I was learning. This overall picture is too big for you to manage right now.

    And i think this is exactly what i am going to do. Thank you for the tip!

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