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Search - "snake game"
Coolest thing i've built solo? I think it's my 3D snake multiplayer game.
It all started with a simple 2D snake game to teach programming basics at community college. Then i added a multiplayer mode based on a simple UDP implementation. Then i wondered how it would look ike in 3D and i had the idea to figure out how to implement a 3D engine by myself and i dove into the maths and wrote a simple 3D engine based on a windows forms picture box.
I showed the game to my colleagues and the loved it and we played it a lot.
So i added special mode boosters, and sound and map events and obervermode and observer polls.... you know it.
Here's a little collage of the journey...8
I was reading a book about D language and thought it would be fun if i write a simple snake game in D.
This is the result:
This scene is an 8-year-old.
My friend(F) got his first mobile. First featured mobile.
Maximum smartness in that mobile was a snake game and Bluetooth.
So I decided to prank him.
M: Bro do you know this particular model need a network to use Bluetooth?
F: I am not stupid to believe you.
M: I can prove that.
F: K prove me, I will give you treat.
M: ok, turn on your Bluetooth paired it with my Bluetooth.
*start sending him the movie. We were on the train, a train was about to enter the tunnel*
M: When the train will enter a tunnel, We will lose network and sending will fail.
F: ok let's see.
*when a train enters in a tunnel, we shift light to black in meantime for 3-4 sec our eyes feel blindness. so I closed eyes before entering a tunnel and once train enter in the tunnel immediately restart Bluetooth *
M: look sending failed
F: Seriously man, I didn't know that.
M: It's ok bro next time inform me before buying any electronics.
M: my treat?
*for next few days, he was thinking that Bluetooth need a network to send files until whole group laugh on him*4
Ascended Anime Nerd
Got started with Dragonball Z when it first came stateside. Brother was borrowing fansubs of the Cell and Buu sagas back when people were wondering if Goku would ever finish Snake Road.
Around that time I started noticing some serious discrepancies between the broadcast translations and the fansubs, and so I decided to cut out the middleman—after all, how hard can it be to learn Japanese?—and did a search on AltaVista for a “kanji course”, turning up a course hosted by Rice University that taught basic Japanese using Magic Knight Rayearth and YuuYuu Hakusho.
Turns out the answer to the difficulty question is that anything van be simple to learn, if you don’t know it’s supposed to be hard. Especially if you embrace the parts everyone else dreads (falling in love with kanji, in my case).
Over the next nine months I ditched my Spanish class—and all my other classes, for that matter—to study Japanese in the computer lab. I was reviewing the lessons, playing JRPGs on SNES9X (stored on a ZIP disk, since every computer in the lab had a ZIP drive), and transcribing the scripts so I could transliterate and translate them thereafter. In a lab that went so far as to uninstall Minesweeper and Solitaire to discourage playing games on school computers, I had free reign to do so openly because the one time I got confronted for playing a game I had 150+ leaves of handwritten transcriptions to show them.
Long story short, by the time I took Japanese 101 9 months later it was like Hermione in Snape’s potions class, since I had already taught myself about 2 years’ worth of material. I then transferred out to a college that did a one-class-per-month “modular” system that basically allowed me to take 8 more Japanese classes full-time for the following year. By the time my exchange trip came up I was sofar ahead of the curriculum I was taking classes alongside the native Japanese students.
Running out of linguistic topics, I did an independent study on classical Japanese literature in its original, unmodernized grammar and orthography. A topic I’m still fairly active with 15 years later.3
[Hardware geeks, microcontroller geeks, please come]
Yet another Hacktoberfest tshirt...
Gotcha? (I bet you know who I am)
Just kidding. Just a random project idea I am not sure if it is possible to make from scratch.
It is essentially a usb external storage
And has a lcd that shows available storage space
And some buttons to play snake. (Yup)
Is it possible?
What should I expect when creating from scratch? (Microcontroller, c language, interfaces, etc)20
Making a Snake game. Let me explain.. I had just "finished"(We all know there is no finishing side projects) my first big, at least for me, project. An io game called torpedoed.fun [http://torpedoed.fun]. And yes, it is a desktop only, and also yes, it is not that fun of a game. Torpedoed.fun taught me a lot about developing such as how to debug effectively, backend communication, how to host a website, planning, and much more. After learning all this from torpedoed.fun, I decided to start a new project, a simple clone of the classic Snake game. I, to my surprise, was able to immediately think of several ways of implementing various parts of the game. I developed the entire game in the span of a few hours with hardly any problems! This experience of developing without constantly debugging every line of code felt amazing. If I wasn't addicted to programming before that Snake game, I was afterwards!
i was helping a friend with their coding assignment - snake game.
we spent about 45 minutes of trying to figure out why the snake's self-collisions are not working.
then we realized that she's using two separate arrays/grids - one for the food, one for the snake itself.
she was checking both for food collisions and self-collisions on the food array.
it was very painful to realize it took me so embarassingly long to notice it.6
My first exposure to computer was at age of 6years.
My father had a very bulky laptop built by HP (I Do not remember any name of it).
It used to have sliding switch to open ,I used to put my whole power into open it.
It was running windows 98.
All I knew that time is
Start -> All program -> Accessories -> Games -> 3D Pinball !!
Then ,my father saw I was quite liking the games ,and he dual booted with fedora. I remember there was game tab with lots of flash games in fedora.
Like Tetris, games similar to candy crush, snake etc
BTW I got to know it was dual boot many years later.
I remember fedora because of that "f" logo.
I still remembered that After dual booting to Fedora, I was unable to start windows to play pinball (due to the boot option u get), I used to complain my mom that pinball opens if father starts the laptop, it doesn't open when I start!
I feel stupid now ,for that😄
About 2/3 weeks ago had to deliver a college project where we were supposed to create a snake multilayer game on win32 API.
Just to discover how to create a simple dialogue box with sliders and retrieve the values it took 1 entire day. Just handle a simple dialogue box!
And I found the solution on a forum post from the last millennium. Literally!
That's the kind of job you don't wish even to your worst enemies.
Tired of the same old boring progress bars in my applications, so I made this little gem to keep users busy during slow operations. Bonus: no more complaints about things taking too long. (personal high score is 119)4
There was a "Snake" game on an old windows machine that came with the source code. I was able to tweak the code enough to add interesting twists to the game. From then on I was hooked.
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.2
in the workplace, i have no access to internet, am not admin to my own computer and am not allowed to install anything (due to security reasons). i also happen to have quite some spare time so i'm writing nokia's good old snake game in visual studio and opengl so i can amuse myself both coding and playing. in a way, company pushes creativity and productivity even for slacking.7
Finished making a snake game in PDF. The standard is deprecated and every other function was broken. Even getting Docker to work in Windows didn't feel as good.4
Skip to last block for actual question, everything else is about what i see and dont understand.
Machine learning and artificial intelligence is very interesting to me, ive watched a few videos but i cant manage to wrap my mind around it.
I see a few people starting out with projects that appear to be an easy start, but i of course have no idea, were they make a self-driving car in GTA (crashes alot, but still) or teach the program to complete levels in a game (snake, mario, run forrest)
I watched a few videos on Jabrils youtube channel that seemed to make alot of sense, until one point..
How does the AI know when it hit a wall?
How does it know where the walls are?
How does it measure the distance? How does it know when it has respawned?
I find it really, really confusing.
Can anyone of you geniuses suggest me anything to get into this? Id prefer if the goal was to make an AI using machine learning, that can complete some basic game, like in Jabrils videos.2
Trying to learn some C# with graphical interface, thinking on doing pacman, snake, breakout or some other game but don't want to use an engine like unity.
Windows forms is windows exclusive so i was trying to learn something cross platform. Since i'm using linux and vscode, disk space 8s not a privilege i have access to... (lazy)
Any good reference/tutorials/advices on where to start?7