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ISDCaptain01

Member Since 29 Jul 2012
Offline Last Active Today, 12:22 AM
*****

#5122244 Programming practice

Posted by ISDCaptain01 on 08 January 2014 - 03:43 PM

Use an engine, which does a ton of mundane things for you, and just focus on game coding and game design instead. Makes stuff more exciting and less tedious.


#5120629 Complete Beginner Programmer... where to start

Posted by ISDCaptain01 on 02 January 2014 - 01:00 AM

These are the books I suggest

Beginning c++ through game programming by Michael Dawson
Game Programming All in One 3rd edition by Jonathan Harbour

With these two, you'll be up and running in no time


#5119161 Is using an existing library, actually cheating?

Posted by ISDCaptain01 on 25 December 2013 - 03:41 AM

Dude, just learn one library and use it for the next 5 years and keep pushing out games. Don't worry about using other peoples stuff, just keep pushing as many games out as you can and improve your game programming logic instead. Tech keeps on changing, worrying about these things will get you nowhere.




#5119160 Hello, starting work with Allegro5.

Posted by ISDCaptain01 on 25 December 2013 - 03:29 AM

Here is a complete set of tutorials for it:

http://www.youtube.com/playlist?list=PL6B459AAE1642C8B4

 

And here is a entire tutorial set on how to make a 2d platformer with allegro 5

http://www.youtube.com/playlist?list=PL39779BF3B079F6CD




#5118448 SDL or Unity?

Posted by ISDCaptain01 on 20 December 2013 - 04:34 PM

Id recommend Allegro 5 for 2d games, you can even port your games to iphone and android with it.

Here is a complete set of tutorials for it:

http://www.youtube.com/playlist?list=PL6B459AAE1642C8B4

 

And here is a entire tutorial set on how to make 2d platformer with allegro 5

http://www.youtube.com/playlist?list=PL39779BF3B079F6CD




#5118045 Can you help me plot out a long-term plan?

Posted by ISDCaptain01 on 19 December 2013 - 02:19 AM

Your only going to overwhelm yourself. Choose only ONE concentration and practice it. Be either a programmer, artist, writer, but be good at it. Im only concentrating

on the programming side and theres so much to learn in only one field, I would have long burnt out if I also tried to do art at the same time. If you want to be a programmer. fine than use the low level stuff like libraries and APIs. But if not, stick with using an engine like unity to get the game rolling out.




#5116444 Allegro tutorials

Posted by ISDCaptain01 on 12 December 2013 - 02:31 AM

A4 tutorials

http://www.youtube.com/playlist?list=PL32FE1F0AD99E35C8

A5 tutorials
http://www.youtube.com/playlist?list=PL6B459AAE1642C8B4

They are pretty good, check them out if you guys want to learn some allegro 4/5. Share them with other beginners if they are interested. I found these helpful when I was learning, and Im sure others will as well.




#5115588 Which game engine to make Zelda-Style 2D game?

Posted by ISDCaptain01 on 09 December 2013 - 01:52 AM

Gamemaker is nice for 2d games. Unity works well with 3d


#5115066 How to program a zelda style game

Posted by ISDCaptain01 on 07 December 2013 - 02:23 AM

Okay I have basic grasp with C++ and Allegro. Ive made: pong, breakout, a vertical shooter, a soundboard and a sonic game.

This is my best work so far:

 

http://www.youtube.com/watch?v=8fjnoQGGzZ8

 

 

But Now I want to research how to make a top down adventure game like Zelda. What should I research? I have no clue how to begin this. Maybe isometric programming?




#5115063 what is the best Source to learn about game development ?

Posted by ISDCaptain01 on 07 December 2013 - 02:17 AM

lots of good books, the helpful people on gamedev.net. and most importantly: passion, persistence, determination, discipline, and motivation.




#5108900 Having problems with collision detection in 2d platformer

Posted by ISDCaptain01 on 13 November 2013 - 12:49 AM

Here is my collision detection function:

/Collision detection function
int inside(int x, int y, int left, int top, int right, int bottom)
{
	if(x > left && x < right && y > top && y < bottom)
		return 1;
	else 
		return 0;

	
}

I want to detect collision when my character touches a coin/ring/object for example I do this:

//checks if player collected a ring
void collectRings()
{
	int n, x, y, x1, y1, x2, y2;

	for(n = 0; n < RINGS; n++)
	{
		if(rings[n]->alive)
		{
			//find the center of the player
			x = player->x + player->width/2;
			y = player->y + player->height/2;

			//get the rings bounding rectangle
			x1 = rings[n]->x - mapxoff;
			y1 = rings[n]->y - mapyoff;
			x2 = x1 + rings[n]->width;
			y2 = y1 + rings[n]->height;
			

			//now check for collision
			if(inside(x, y, x1, y1, x2, y2))
			{
				rings[n]->alive = 0;
				stop_sample(ringSound);
				play_sample(ringSound, VOL+100, PAN, FREQ, FALSE);
				ringCounter++;
				score += 10;
			}
		}
	}
}

So If the center of my character goes inside the bounding box of a ring it should detect the collision, but it doesn't. For some reason nothing happens. I don't know why. If someone knows why, please let me know.




#5108766 Started with Game Maker now C++

Posted by ISDCaptain01 on 12 November 2013 - 01:45 PM

Check out a bool called "Game Programming All In One 3rd Edition". Its a very good book, that teaches allegro and making games with C++. Im working on a platformer now with knowledge I gained from it


#5107605 How to put objects and enemies in a 2d level?

Posted by ISDCaptain01 on 07 November 2013 - 12:03 AM

Yes it worked! Thank you so much for the help, Servant!




#5107224 How to put objects and enemies in a 2d level?

Posted by ISDCaptain01 on 05 November 2013 - 01:22 PM

Okay so I made a level using a 2d map editor. Now when I get to the code I can make the world scroll relative to my characters position. So now I decide to code in a few object (coins, rings etc). I set their x and y position and find out they move along with my charcter rather than being in their own spots around the level. Okay, so I made one huge backbuffer that is the size of the level it self. Blit the level onto it, than the object as well. Than I blit that backbuffer to my normal buffer(which is the size of my screen) where my character is and move and blit relative to my characters position. That seems to fix the problem, but now im experiencing slow downs. Is there a better way to do this?


#5106609 Can programming screw my computer

Posted by ISDCaptain01 on 02 November 2013 - 11:25 PM

Short answer: No




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