Board Thread:General Discussion/@comment-24454571-20140204220440/@comment-24454571-20140419013149

Alright - I'm looking for help again and maybe my goal will be more clear this time.

Since last time I've learned 3 main things that I could define; 1. a pseudo rhythm game that detects button presses within (~24 frames using VSYNC) (and prints a confirmation notice) while the bottom screen is flashing,  2. I learned how to make a code that ends when the bottom screen is touched, or if a button on the bottom screen is touched 3. I learned how use GOSUBS effectively, when a code that loads an SPU file from the bottom of the code and then returns to the top.

This time I aspire to make a Card Game - it seems like a simple starting place; I can seperate the screen into sections, perhaps I can learn how to create my own sprites? (Yes, I understand CHRED is a very good program, one which I intend to learn more about - but from a simple perspective it would be practical to understand how to create pictures from scratch) then apply elements of those pictures into the sections - perhaps? It would be a test of logical arithmetic as I could begin to think about more things like the mechanical properties of a cards subtext.

I want to make the card game very simple to begin with, but I have some complex ideas that I'm curious about so I'll present it in two forms, the simple version first.

Simple- RND is used to decide who goes, the person [or computer] who goes has access to one option, add 1 Point to the score. If their score reaches 20 they win.

Complex- the rundown would be like this: A Random Chance is rolled (I was thinking about creating my own Random function that could perhaps add to a number from 0 to 1 in values like .01 or .03 that refered to a chart [that said things like, if the number contains a 5 add .03] which would be the number of times that the program looped through 1 & 2 to determine whether the first or second player acted first, but that's something for me to think more about later) before one of the two players acts, where-upon their hand is flooded with cards (it could be any number, whatever looks good on the screen, as long as I'm learning how to build a players hand) of lets say 40 cards from their 'deck' - 10 of which are cards that say "Win Condition: Gain between -5 and 5 Potential to Win, if this is the last Win Condition available then you win." and "Goal: Score one point." With the context of the game being if your Score equals to your Potential to Win then you win.

There are some interesting codes out there that I have to look at - a lot of projects though are confusing to me because they are filled with content, and I don't have much of a clue how to take what's important out of that. I need to take a look at the Technic again because it's been a long time so perhaps some of the examples in there will be more obvious to me now that I've picked up some understanding of the syntax being translated through the computer, which I've come to realize has an order and a process of its own to draw upon engineering elements of the computers circutry to detect/display human interaction or perform complex mathematical procedures built on adding or subtracting quantities or storing complex serials.

Truthfully though, as an aspiring game developer I'm a bit jaded at the lack of enthusiasm for explaining our thoughts of utilizing the computer here - one of the first things that got me using the computer was thinking about its limitations and I had no idea that the computer would read through a list of code super fast and only really developed that idea more as I read things about how to detect button presses and use loops. Still some things are a mystery to me and when people try to explain them, it's like bleh, then you ask more about it or how to use it and they're like, "You have to try things out to understand them." So, I still don't know anything about DIMensions and their relation with the computer, but I have thought pretty deeply about whether or not using VSYNC in a loop to detect button presses is causing inaccuracy in timing, and well I still don't really know much about that either.