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Member Since 11 Jan 2010
Offline Last Active Sep 07 2013 03:52 AM

Topics I've Started

Looking to make an Isometric 2D game for PC (possibly iOS)

31 August 2013 - 06:59 AM

Hello all,


I have been searching the web trying to find the information I want, but generally it gets very generalized and I am hoping someone here will be able to give me a more specific answer.


Basically I have been making my own 3D engine using C++ and DirectX but I get the feeling that a lot of this is reinventing the wheel. Things like setting up GUI elements, sorting out texture and model loading and animation, writing in screen resolution and full screen options, etc etc


I get the impression that whatever I write will have been done before, and done better as it will have been tested more extensively. Overall, what I want to do is actually make a game, but I am getting buried in all the graphical and settings programming and finding myself unmotivated because of this.


So, what I'm looking for:


First, I have decided a 2D game would probably be an easier start for me and let me get foot in the door.

I am looking for make the game for distribution on the PC and possibly a mobile device (iOS or Android, but PC if nothing else)

The game would use an isometric viewpoint. I don't think this is a big factor in terms of engines, but worth mentioning.

I would ideally want to work with C++ or C#


Ideally I am after an engine that deals with 2D graphics and the core of the game (i.e. window creation, resolution, texture storage and manipulation, etc) while still leaving me a lot of freedom in terms of design and coding. An engine with good tutorials or examples would be ideal :)


Thanks to anyone who managed to read through all of this. I did to a lot of searching but it hard to find anything too specific. I just want to see an engine that is basically "This engine does what you want, it will let you release to this platform independently and here's some tutorials for it". 

Common Game Concepts and Implementations - Book/Web (C++/DirectX)

20 January 2013 - 03:58 PM

Hello all!


I constantly think up new questions while I am pondering over game mechanics or common game concepts and I was wondering if there is a place where these things are discussed in full detail.


Things like:


  • Game Server/Client code: Do you make your own? Is there a common library often used by developers that incorporates functionality for encryption and efficient packaging? Does a single player game just use a local server or is there a totally different structure? Is there a general standard? Do's and Don't's? Standards for SQL based server side storage of permanent and real-time data? Best practices for preventing hacking via packets? etc.
  • Loading your game: How to load your game successfully over as many PC variations as possible? Fullscreen and Resolution structure and initialisation? Texture storage? Saving settings (config file?)? Error reporting? etc.
  • General flow of development. This one I think is the hardest for me. I get tangled in knots. I want to make the texture storage, but then I need to make the checks for resolution better when initialising. But I really want to just start making the game. Can I do that before fully implementing a client/server structure? How about sorting rendering in view? What if something changes mid development and I have to change a ton of older stuff? Maybe I should do the chat log first with a text write out for debugging later? etc. I just end up worrying over what to do and end up doing nothing :P

I am not after perfect solutions to my issues here. But I generally feel like I need a real guide to these things. Something that says "When making a game, this process is done by..." rather than examples. Most server/client structures I have seen, for example, generally conclude with the sentence "Of course, this is only a basic model and would by woefully inadequate for a real system". I.e. good for showing the concept, not good for practical application. In the case of the server/client I don't want the code written for me, but I want to know what else is needed.


Short version. I have been dealing with vague for a while. I could really do with some helpful web or book references that focus on specifics. Ideally using C++ and DirectX. But I don't really mind about the language so long as the concept is there.

VC++ Redist - msvcr100.dll is missing

22 August 2012 - 12:39 PM


I am hoping this will be a simple oversight on my side. I am just looking to get my program running on a separate computer with VC runtime stuff and directX libraries present by default.

I am using Visual C++ Express, so I have already given up hope on a nice, simple installer and am currently just manually installing the redists for both VC++ and DirectX

Right now I have two folders:

FOLDER: "vcredist_x86"
en -> package.xml

The above folder is taken from "C:\Program Files (x86)\Microsoft SDKs\Windows\v8.0A\Bootstrapper\Packages\vcredist_x86" (I also take the x64 version just in case).

FOLDER: DxRedist (just my own folder)

The above is what I am using for my directx redist.

Both the above redist components come from the computer I am using to create and run the current program.

Once I run both these setups on the separate computer, however, I get the message that msvcr100.dll is missing. Is there something I am not including in these redist files? (the VC++ one especially since that's where my problem is. I am mostly just posting the DX one to be sure it's correct)

Full Screen to Windowed - Window loses border and style

19 August 2012 - 05:45 PM

Hello all,

This is using Directx9 and C++, but since the problem is the window itself I'm posting in general. Also, I really did try searching for this, but everything I found was asking "how to get borderless windows" ><

Basically, I have the following sequence:

1. Game loads in a fixed window
2. I set the game to full screen and reset the d3d device
3. I change the resolution in full screen mode resetting the device again
4. I return to windowed mode resetting the device a final time

Resulting Problem: When returning to windowed mode with a new resolution, the border of the window is "gone". I can still select the border (i.e. clicking the top left will give me the default menu bar (restore, move, size, etc) and when I select it I briefly see it. Also, if I change the resolution a second time, the window re-appears, but it has become the windows default style (i.e. if my window bars are green, this one has reverted back to the default light blue with the default minimize, maximize and close icons).

This is my window:

hWindow = CreateWindowEx(WS_EX_CLIENTEDGE,
	   L"Shader Implementations",

When I exit full screen mode I only access the window with the following:

if (d3dpp.Windowed == true)
  RECT rect;
  GetWindowRect(hWindow, &rect);
  MoveWindow(hWindow, rect.left, rect.top, d3dpp.BackBufferWidth, d3dpp.BackBufferHeight, false);

I have also tried it without this code (just to be sure).

If I return to windowed mode without changing the resolution it was set to when it went to full screen, it reverts without issue.

I am guessing there is something more I need to do with the window to make sure it retains the style and border when returning to windowed mode?

D3DXCreateTextureFromFileEx & Texture Detail

19 August 2012 - 02:59 PM

Hello all,

This is just a pretty basic question, but I feel I'd get a straight forward answer here.

I am using D3DXCreateTextureFromFileEx in DX9 to load my textures and I am wanting to use the setting provided by the function for Texture Detail options within the game.

The function at present:

D3DXCreateTextureFromFileEx(pd3dDevice, file, 512, 512, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0x00000000, NULL, NULL, &tex);

Basically I would be wanting to use a Texture Detail option to manipulate the Width, Height and Mip levels of the function.

All my current textures are powers of 2 and right now my plan would be to make all my textures 1024x1024 with the exception being UI textures that will be loaded using their actual (much smaller) size. (I am also wondering if 512x512 would be acceptable as "high detail". I picked 1024x1024 because I feel it is as high as I can go without quickly using up 256mb of video memory, estimating that I could load about 500 textures of this size)

From here my Texture Detail option would define Very High, High, Medium, Low and Very Low settings with the following Width, Height and Mip settings:

Very High 1024x1024 : All Mip Levels
High 1024x1024 : 7 Mip Levels
Medium 512x512 : 6 Mip Levels
Low 256x256 : 5 Mip Levels
Very Low 256x256 : 2 Mip Levels

What I am currently curious about is that I often hear people saying that for texture detail you generally have multiple copies of the same texture in your assets for different levels of detail. This makes me think that the method I am considering is inherently flawed in a way I am not seeing.

Right now I am going on the following assumptions:
- Just having the one texture in large detail will take up less hard drive space than having multiple detail levels stored
- Loading a texture as, for example, a 512x512 size from a 1024x1024 image takes longer than loading from a 512x512 image but both resulting textures take the same amount of video memory in their final 512x512 state. This one I am not sure of, but I can't see why it wouldn't be so.
- The width and height options of D3DXCreateTextureFromFileEx will work on all video cards the D3DX_DEFAULT option works on so long as the images being loaded and the parameters entered are powers of 2. Again, not sure of this.