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About Kreative

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  1. Hello, I am considerably new to graphic design and I am planning to create a two dimensional somewhat pixel-art game comparable to Terraria but different. So for that I need textures for blocks, backgrounds and alike. However, instead of repeating the same texture for every block type there is, it would be great to have a selection of multiple different choices to be picked randomly when applying textures to blocks, but I have a problem with making it so that any combination of the texture selection is seamless. I use paint.NET and a few simple tools to make textures seamless but only repetitive ones and for more realism I need to make textures be randomly picked but also seamless in every combination that the random will create. Could anyone explain or link to very well-documented, preferably audiovisual, tutorials on how to do seamless editing for a range of textures? Kind Regards, Kreative
  2. I mainly work with programming and am very eager to learn more deep relationships between programming languages, compilers and hardware. Therefore, I prefer to only have to do the Lua programming part of the framework with least external manipulation such as wrapping a specially structured DLL and using the C API. That's not to say that I refuse to learn it and do it, though I am quite lost on your answer... I am going a bit too deep than I am confident with as I never actually received any formal education in computer science, but rather self-taught to program well. I mean the best I could do is install Love2D and Lua using installers since I barely understood a video for manual installation of Lua, yet the main reason I am asking this question is really to see if anyone could link me to a tutorial of this part of computer science, preferably specialized in creating a graphic framework for Lua. Like you have tutorials for making games in Java, which can easily be used by people who barely know Java which can be considered a pre-requisite for creating games in the language. I will look at the two links that you provided and perhaps search as best as I can on google to learn how to. Like the main reason I am doing this is that even for a popular language such as Java I only know of a library called batik that allows svg loading, manipulation and drawing, to which there is not many tutorials, and for a embedded language like Lua which is less popular I am surprised a library like Love2D even exists, but it doesn't support vector graphics. Therefore, I thought I would aim, possibly too high, to learn of graphic frameworks and create my own simple one for vector graphics in Lua. I feel like my response is very poorly structured yet I do not know what to alter, it's just that I find it difficult to express my deep confusion in this part of computer science, which is exactly why I asked this question and so if anyone needs any clarification please please let me know. Kind Regards, Kreative
  3. Hello, I was interested in creating a game with the Lua embedded language, I have read that Lua has a stand-alone interpreter and of a graphic framework for creating games called LÖVE. After learning Lua a long time ago, I used Java to create a game engine using JFrame for window creation and editing. However, this time, for the learning experience and creating a very familiar framework for creating games, I would like to create my own framework, and to do so maybe interpret other graphic frameworks. I only really need to be able to create a non-decorated window with Lua of any resolution or launch a full-screen application on any screen, and be able to edit every pixel of the window's raster. I admit I do not know much about graphic frameworks and perhaps some of the background knowledge needed to be able to understand and/or create them. I'd prefer to minimally have to utilize / create external software to be able to give Lua the ability to display a window, though I'll do anything it takes. So I have come to ask, does anyone know where I can learn to do this? Any type or form of help greatly appreciated. Kind Regards, Kreative
  4. It very strongly feels like that the more flexible, meta-flexible and abstract flexible a programming language is, the more powerful it is, like from my somewhat inexperienced understanding, object-oriented programming is, at the deepest end, born from abstraction. Is it safe to view functions as abstract? Since they are in-complete, not concrete bodies which operate upon receiving input. Is it safe to view classes as abstract? Since they are in-complete, are non-concrete templates for constructing. Is it safe to find pointers relevant to abstraction? Since they have no value within themselves, just reference it. @SillyCow I was actually once very interested in Scala, because I believed, as I still do, that java is very limited in the sense that it doesn't allow class members that are shared across every instance yet also part of the inheritance tree, some suggested that Delphi allows something like this, and is called class-types or alike. A simple embedded language like Lua seems impossibly powerful to me just because it implements a simple function called setmetatable, I've seen discussion titles on google of how it allows you to make your own object-orientation and the idea that you can create from even deeper than within a pre-defined OO environment justifies this to me. I have looked a few times at programming languages like Haskell and Lisp, and I find them incredibly amazing, and I just don't understand why don't people use them? Ultimate flexibility, minute or no repetition and efficiency from highest priority to lowest, are what I consider possibly the most important aspects of a programming language and, it may be just me but, I see major programming languages like Java just fail to achieve them in some situations horribly. Kind Regards, Kreative
  5. Hello, I wonder does anyone else here wonder about how insanely powerful abstraction is and how it works, how it can be improved? The topic focuses on much more on than just a modifier like abstract from java that can be applied to methods or its brother virtual in C++. Is it a good idea to view the common concept of abstraction in programming as revolving around run-time re-evaluation, or re-execution so as to be able to output an ever-different value from the program's ever-altering state. This leads me to consider that functions are kind of abstract because they are the sum of their operations mainly, and the hard-coded bits such as primitive data typed in by the programmer to be applied to the output of the function. Being a sum of operations rather than a one time evaluated result since the inputs can always vary, which leads to a different output, is a form of abstraction, true? Couldn't one consider the concept of pointers or references as abstract, since they constantly reflect on their reference object every time they are used / called, which mirrors the essence of being the sum of its operations, since it always re-evaluates upon use. Classes can be considered abstract and are better seen so in prototype-based languages since they are templates with non-implemented identifiers or functions which always vary during run-time as instances.   Anyone else think about this, are some of my assumptions incorrect? I find this topic insanely confusing because when it comes down to the definition of abstract, it literally means something like conceptual, or not full, which contradicts the practice of implementing ideas into reality for better understanding. Anyone know any programming languages that explore this concept in a very interesting way? I am exploring this idea in an attempt to understanding programming languages and how they could be improved, re-wamped. Just... abstraction... Kind Regards, Kreative
  6. I don't like using the word static because generally what I'm trying to achieve IS NOT outside the inheritance tree, something THAT is inherited YET shared across instances and therefore accessible without the need of instantiating. I'll give an example that nobody explained how to fully solve, (Java): public class Vehicle { // public final static int wheel; inherited and shared public final String name; public Vehicle(String name) { this.name = name; } } public class Car extends Vehicle { public final static int wheels = 4; public Car(String name) { super(name); } } public class Motorcycle extends Vehicle { public final static int wheels = 2; public Motorcycle(String name) { super(name); } } I could share this across all instances by simply putting it into a method that returns the value for wheels and make it static, but then it won't be initialized differently in sub-classes or accessible without the need for instantiation. However, I could put it into a non-static, abstract method returning a value for the number of wheels, however then it won't be accessible without the need for instantiation, then I could create a singleton static method, though I have no way of enforcing the creation of a singleton method in every sub-class including those that aren't made by me in cases such as game modding. Kind Regards, Kreative
  7. Hello, I consider myself to be very fluent with java syntax and I somewhat understand some parts of C# and C++. In java I have stumbled across a problem in my game programming that I cannot resolve, I have searched for a workaround or solution for the problem on different forums and websites, I also asked this in a few forums myself, however nothing nor' no one gave me any solution, adequate in my view, nor' convinced me that it's better to disallow a basic unimplemented solution that I myself and many other people have had as their first thought to this problem. From my understanding, neither java nor' C++ allow the virtual / abstract modifier with the static modifier and I believe I understand why, considering what the static modifier does. However in java, you cannot force inherited classes to provide an implementation for an identifier (field or method) within a class that is shared across all instances of the class and can be accessed without the need to instantiate the class. I think this would be an extremely useful feature, but before replying, please do consider that, in computer science theory, I consider myself to be somewhat naive. Kind Regards, Kreative
  8. Would you know of a tutorial course or any tutorials for starting out and then advancing with batik, I mean all I really want to accomplish is to load SVG files from a folder, transform them if necessary, like color effects, rotation, cropping or even editing of the image within code, and then convert to BufferedImage to draw onto a JPanel. Kind Regards, Kreative
  9. Hello, I am new to game and graphics programming, I know java well and I've experimented with JFrame to make a small game. I only plan to use vector graphics for any game programming that I do, so if anyone is kind enough to suggest where I can begin learning graphics programming, perhaps some articles, online tutorials, videos and not preferably books, please do so. I've looked at batik and got it for my eclipse project but can barely find any tutorials. Kind Regards, Kreative
  10. I know what you mean, this website showed up in my google search of "programming forums," and I was hesitant to post this thread until I saw the sub-forum, general programming which stated in the description, programming NOT related to games, so I had a go. I tried coding forums but my registration, account activation or something is a bit buggy and I don't have permission to do anything. So this is where I decided to go for general programming discussion and the only reason I've ever done programming in my life is for game creation, so even this is personally related to game design.       I know composition is usually much easier, however I am killing myself over repetition in programming languages, which in my (probably naive) understanding is the primary purpose of any form of complexity in programming. You can express almost everything in programming in a very long form without using lists, classes, etc, but it will contain millions time more repetition and likely other problems. Composition can probably eliminate the need for almost any form of inheritance, however using inheritance mostly makes code shorter and less repetitive, imagine an insanely rare case of a triple occurrence of the diamond problem with multiple inheritance, using composition would usually lead to you having to do things like instanceOfClassA.instanceOfClassB.instanceofClassC.instanceOfClassD for every function or variable you're going to use. Although I should expect this never to happen in my lifetime, repetition, how ever little, in my opinion, should always be eliminated. Note: I've decided that instead of putting, (probably naive) everywhere I make assumptions or state opinions, I'll just say I'm very naive in programming practice and theory, I hope people read this note so they won't assume that I think that I am right and that I state facts, where they know something I said is an extremely huge assumption or obviously false. Kind Regards, Kreative
  11. Hello, This is my first time in these vast forums, and I've come today to ask you if you know of a programming language that has a good solution for the diamond problem unlike C++'s workarounds of virtual inheritance, using :: to specify which super-class to get the implementation from etc. I also wanted to share my (probably naive and) basic solution for multiple occurrences from multiple super-classes of the same method named implementation in a class, which is to call both implementations in alphabetical order of the super-classes' names. I have a very strong feeling that there could be many problems linked to this form of behavior for classes, yet I fail to see them. I seek criticism on this solution, and if no faults apply to this behavior please do approve. Kind Regards, Kreative
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