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View Full Version : How helpful would a C++ library be?


DaSpirit
May 20th, 2012, 02:23 PM
I'm considering making an open source Pokemon Battle Simulation library for C++. I want to know if anyone would find it helpful. Do you think it would increase the amount of people who use C++ to make Pokemon games?

The library would of course come with classes for all Pokemon (getting rid of them would be as easy as setting a preprocessor directive, which is easier than it sounds). The battle class would not be too controlling, you would still have to process things yourself, but it helps you do it all. This way, it could also help with creating RPGs similar to, but not exactly Pokemon.

Furthermore, the library could be expanded into a .dll for GameMaker.

What do you guys think? If people like it, I suppose I could start programming next week (when my school work begins to die down). I'll be needing suggestions every once in a while though, for how people would prefer everything works.

Full Metal
May 20th, 2012, 03:37 PM
Are you strictly programming logic, or are you also adding in control flow/threading?
I think you should separate logic(=DLL) & execution(=EXE), personally. Then in GE, call the logic, and use GE's native stuffs to use it.

KingCharizard
May 20th, 2012, 06:02 PM
It could be nice, dunno if it would be that popular remember most people here find RMXP hard to use...

DaSpirit
May 20th, 2012, 06:15 PM
I will be mostly programming logic. Just to let anyone know, there will be no GUI, though if I make it a GameMaker .dll, I will add basic GUI in the GameMaker file to demonstrate how it all works. The C++ example file will probably be a console application.

I'm not exactly sure how exactly the best way to program it is. I suppose I'll start by making the example code first, and then build the functions that I'll need in the example code.

I'm not sure what you mean by "control flow/threading". Wikipedia is telling me something about ifs and elses. I will make the user check what action is supposed to happen and make them respond at their own way if that's what you mean. It will start with the user using a function that returns a queue of the order that the turns were calculated. The user will then get to choose if he wants to change the order based on effects or simply move on and calculate the attack damage. Again, the user can choose to modify the damage or to apply it right away. This does not mean I will not be including pre-made modifying abilities. I just want everything to be fully customizable.

Abilities and attacks will probably be comprised of singletons that contain virtual functions for the pre-made modifiers. The user can choose not to use them or even to overwrite them.

I understand that for most people, they will find it difficult. I will have documentation for how to use and link the library when it is finished. I'm sure at least 2 people will find use for this...

KingCharizard
May 20th, 2012, 06:35 PM
Wikipedia is telling me something about ifs and elses. I will make the user check what action is supposed to happen and make them respond at their own way if that's what you mean.
That is exactly what he means...

It will start with the user using a function that returns a queue of the order that the turns were calculated. The user will then get to choose if he wants to change the order based on effects or simply move on and calculate the attack damage. Again, the user can choose to modify the damage or to apply it right away. This does not mean I will not be including pre-made modifying abilities. I just want everything to be fully customizable.

This going to be text based?

WillowWolf
May 20th, 2012, 09:38 PM
Well, I would love you forever if you released an Open Source of this engine D: . If it works of course. If not, but certain parts of it work, I'd still love to see it, since I'm going to start college either half way through next year or a full year from now for Game Programming :D