* 03-21-08 update ~ MusuGo's map format was slightly changed, and I also added a config file
This is a cleaned up version of the map editor I made for Shopping Mall. I figured that I'll try to keep working on it and make it a basic game engine for platformers and top-down games.
Note: Source code is a huge mess atm.
Made with: Code::Blocks compiler for C++, Allegro game programming library
hey, i heard from a reliable source (ie falco?? i think) that u can maybe answer a few questions for the noob coders^^ im prty confused with C++, i saw in ur video on youtube - coding tutorial #2 - that u added #include <allegro.h> - why and what are header files for? also, are there different forms of C+, maybe associated with allegro?
i understand that u r VERY busy, so whenever u reply its cool with me 'reciate it!
Firstly, are you experienced with C++ at all? If you've done a little bit you see that you have stuff like #include <iostream>, which allows you to use cout and cin, and then #include <string> lets you use string datatypes, and #include <fstream> lets you use datatypes and functions so you can load information in from files.
Allegro is a game programming library separate from C++ itself. You install it, and then you #include <allegro.h> to use it's functions and datatypes in your programs. Allegro has stuff for graphics, sound, input, and timers, since C++ doesn't support that otherwise unless you write your own graphics/sound/input functions (Which can be a pain).
Similarly, you may have heard of DirectX or OpenGL that most games today are coded with. Those are both in the same vein where some other team has coded these algorithms so that you don't have to, basically.
So you install these libraries, then you have to include them into your program to actually be able to use the functions in them.
Okedokey, the second question, let's see. A "long time ago" there were sort of different forms of C++, but you don't really need to worry about that anymore. Now it's standardized, so every compiler and IDE will use the same C++ code.
I use Code::Blocks and I used to use DevC++ because they're free and, in some cases, easier to use, but the code you write in Code::Blocks will also run under Visual Studio .net. There's no actual difference to the code, just the environment you're developing under.
Allegro, SDL, and OpenGL can all be used with C++ in any IDE (I'm not sure about DirectX), and those libraries can even be used with other languages like Python. There's no special relationship with C++ and Allegro, the libraries are just add-ons.
Let me know if that helps any!
-- Like to program? Design characters? Write stories? Or just develop games period? ~gamedev-alliance!
i think that helps a lot! thx a lot for helping me - all the detail rly clears it up for me
i remember some of the #include (functions?) rly tho, i cant tell u how much i preciate ur response, lol. i think i'll be getting started on my games/programs rly soon ^_______^
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i understand that u r VERY busy, so whenever u reply its cool with me
Firstly, are you experienced with C++ at all? If you've done a little bit you see that you have stuff like #include <iostream>, which allows you to use cout and cin, and then #include <string> lets you use string datatypes, and #include <fstream> lets you use datatypes and functions so you can load information in from files.
Allegro is a game programming library separate from C++ itself. You install it, and then you #include <allegro.h> to use it's functions and datatypes in your programs. Allegro has stuff for graphics, sound, input, and timers, since C++ doesn't support that otherwise unless you write your own graphics/sound/input functions (Which can be a pain).
Similarly, you may have heard of DirectX or OpenGL that most games today are coded with. Those are both in the same vein where some other team has coded these algorithms so that you don't have to, basically.
So you install these libraries, then you have to include them into your program to actually be able to use the functions in them.
Okedokey, the second question, let's see.
A "long time ago" there were sort of different forms of C++, but you don't really need to worry about that anymore. Now it's standardized, so every compiler and IDE will use the same C++ code.
I use Code::Blocks and I used to use DevC++ because they're free and, in some cases, easier to use, but the code you write in Code::Blocks will also run under Visual Studio .net. There's no actual difference to the code, just the environment you're developing under.
Allegro, SDL, and OpenGL can all be used with C++ in any IDE (I'm not sure about DirectX), and those libraries can even be used with other languages like Python. There's no special relationship with C++ and Allegro, the libraries are just add-ons.
Let me know if that helps any!
--
Like to program? Design characters?
Write stories? Or just develop games period?
~gamedev-alliance!
i remember some of the #include (functions?) rly tho, i cant tell u how much i preciate ur response, lol. i think i'll be getting started on my games/programs rly soon ^_______^
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