I do apologize for the no/know thing, the phrasing was confusing.

@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small. Here's a list of algorithms you might want to try:

Aldous Broder: Starting at an arbitrary location in the grid, move randomly from cell to cell. If moving to a previously unvisited cell, carve a passage to it. End when all cells have been visited. (This one is highly inefficient but is one of the more easier ones.)

Backtracking generator: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, backtrack to the most recently visited cell and resume the random walk from there. The algorithm ends when it tries to backtrack from the cell where it started.

Binary tree: For each cell in the grid, randomly carve either north or east. (I would highly recommend you try this one first; it is by far the simplest and fastest algorithm.)

Recursive division: Begin with an open grid, with no internal walls. Add a wall that divides the grid in half, with a passage through it linking the two halves. Repeat on each side of the grid, recursively, until no open areas remain.

Ellers: Consider the grid one row at a time, sequentially. Assign the unvisited cells in the current row to different sets. Randomly link adjacent cells that belong to different sets, merging the sets together as you go. For each remaining set, choose at least one cell and carve south, adding that southern cell to the set as well. Repeat for every row in the grid. On the final row, link all adjacent cells that belong to different sets.

Growing tree: This algorithm is a generalization of the Prim's algorithms. Start by creating a set and adding an arbitrary cell to it. Then, choose a cell from the set. If the cell has no unvisited neighbors, remove it from the set; otherwise choose one of the unvisited neighbors and link the two together. Add the neighbor to the set. Repeat until the set is empty.

Hunt-and-kill: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, scan the grid, looking for an unvisited cell next to a visited cell. If found, connect the two, and resume the random walk. The algorithm terminates when it cannot find any unvisited cells.

Kruskal: Begin by assigning each cell to a different set. Randomly link two adjacent cells, but only if they belong to different sets. Merge the sets of the two cells. Repeat until only a single set remains.

Prims (simplified): Initialize a set with an arbitrary cell. Randomly choose a cell from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.

Prims (true): First, assign every cell a random weight, and initialize a set with an arbitrary cell. Choose the cell with the greatest weight from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.

Sidewinder: Consider the grid one row at a time. For each row, link random runs of adjacent cells, and then carve north from a random cell in each run. Treat the northern row specially, linking all cells into a single corridor. (Another easy one.)

Wilsons: Choose an arbitrary cell and add it to the maze. Starting from any other cell, perform a loop-erased random walk until you encounter a cell belonging to the maze, and then add the resulting walk. Repeat until all cells have been added.

You can also make your own, if you are so inclined. Don't be bothered if its slow, though -- that happens to everyone! I won't tell you how to create a grid; I'll leave that up to your creative and intelligent mind. And if your chosen one ends up to be too complicated for you, try another one.

]]>1) no VS know. Carefully analysing the grammar, everyone would know you must no, as in n o, is not a correct English term. So, even without me looking at that, it was totally obvious to be k n o w.

but then, maybe it's just me.

2) However, getting a co-dev, telling the co-dev what to do, in other words, a form of a do what I tell you... Well good luck finding someone who basically jumps around according to your commands, in something where they're supposedly co-devs. That would worry me in terms of team work and communication.

3) Religiously studying the code, sure, that works, but you'd probably ask for clarification, and at that point, as others have said, the co-dev is then doing most of it. And to then get a one time payment, and do what they're told... Again, I wish I could hope for success, but things just aren't there at the moment. Also, you're looking for, as you've put it, an advanced, or at least a more advanced dev. That's fine, nothing wrong with it. But if you struggle with certain aspects of coding, don't you guys think someone could submit something real advanced, claiming they've written it, and find an explanation online? surely you'd want to understand what has been submited?]]>

Thank you all for feedback, and I will try and work on thse things.]]>

I guess what I'm trying to say is don't stop dreaming, but don't be one of these people who lives adrift in their heads, because I've seen them, they literally never do anything they want to do because they're too busy dreaming all the time. So sure, have long term big plans, that's fine, that's good, it shows you can be creative, just learn right now, while you're still young, how to realize those goals. With something like coding, that's going to come from like I said above, starting out small and working your way up. Also, if you learn how to set both short term and long term goals now, when you go through college or do whatever it is you do after high school, and then enter the work force, you're gonna be all set up to do anything, because you'll know how to look 5 or 10 years down the road and say, by this time, I want X, Y, and Z. But, you'll be able to look 3 months ahead and say, OI I'm moving towards this thing, and I need to take these steps to get there. If you learn that shit, it'll increase your chances of achieving big things in your life.

]]>Even if you didn't know the specifics of what would be needed at the time, it's still pretty ridiculous to announce the game months if not years ahead of even beginning coding on it.

Even the whole learn as you go thing never seems to work out that well, because you end up with inefficient, confusing code that makes fixing bugs and updating things later on a huge undertaking.

So as others have said before, start with small things, like you've undoubtedly heard everyone saying on topics in the dev room for months now.

I'm glad you have the passion to create and that your dreaming big (the last thing we need is another mediocre space shooter or side scroller) and who knows what you may come out with a couple years from now, but you may want to do it under a completely new username and a more measured/realistic approach.

]]>I was asking the distance of the vector from origin e.g. [0,0] in the case of a 2D vector space. So, you have all you need to answer that question. Also I am not sure what you mean by needing orientation to calculate distance.

lastly, I think you may have misunderstood me saying he should be able to solve for x in that simple equation. I wasn't saying he needs to be able to program a system that solves for x in arbitrary equations. that is not necessary for programming a game. I was just saying he needs to understand enough algebra to be able to solve that manually.

]]>The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.

Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (There is a large collection of computer algebra systems capable of solving mathematical equations. Don't try writing one yourself. Instead try any of these ones.)

A good way to learn games is to write maze generators and then, once your comfortable, maze solvers. Yes, its an ancient art, and it takes you back to the 90s, but it really is a good way to learn about matrices and coordinate systems (since you'll be using them a lot). And pathfinding algorithms too, if you are so inclined.]]>

These are not advanced topics. Classes and arrays are basic. dictionaries are intermediate at best, but only if you are implemeting a dictionary from scratch using primitives.

Reading your various posts on this forum, including this one it is clear you haven't done your due studying into programming.

I am not saying this to be mean, like some others on this forum. you are very young so I don't blame you for these mistakes.

But, let me tell you that learning to program requires you to study , study, study! 90% of the time by yourself, reading a book and experimenting. There are many great books you can get for free that will help you learn. I think you mostly posted about python and javascript. both are great. and you should start with a book that teaches general programming with the language you choose. then if you wish, you can move onto books that write about programming games, which you can then apply to any language.

If you need someone to look at your code, do you not have a computer science teacher at your school or a programming club?

also, in order to code games you need to know math. probably not necessary to know calculus, but algebra is a must. if you cannot solve for x in the following equation, you definitely do not know enough.

(50x -32)/3 = 10

beyond that, you need to know how to work with mathematical vectors, if you are going to make any game where object position is a thing. e.g.

if I give you a vector [2,1]

what is its distance from origin?

in the context of a game coordinate system,

what effect does scaling a vector have on the object in game?

when you subtract one vector from another, what does the resulting vector represent?

how do you measure distance between two objects?

also, last thing. 60$?! for the entire game? or just sending you the 500 char code? 60$ for a good dev will get you about 2-3 hours of work.

also, code isn't usually measured by chars. It's not really useful to measure it in lines either. what matters if the code does what it is supposed to do. it's not an english essay. as long as program A and program B achieve the same thing, if program B is shorter, it is usually better.

]]>Maybe not perfectly but thats why I'm asking, to help further my knolidge of classes.

Also, I'm 13 wahahahahahha.

Also, why does my age have anything to do with my creativity?]]>

As for knowing classes and such, I agree. However, I still say that waiting is a good idea. You never know, people can be very resourceful when trying to hold up a promise...]]>

It’s not so much the question, but the person behind the keyboard. I believe little 12 year old jimmy and fox could make a game as complicated as they were saying about as much as i believe sediment is secretly a god.

Now don’t get me wrong, there are ways of coding enemies and things without the use of arrays and classes, i’ve done it before with private projects and mason did it with older vers of sb, anything below 6.0, that was why there used to be only 1 enemy because he did stuff like int enemypos; int enemyhealth; etc.

You get the idea. If you want to get anywhere, you *need* at least a basic understanding of classes and for loops, if nothing else.]]>

Instead of just instantly thinking the worst and yelling at me lmfaowwowwo.]]>