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Member Since 16 Feb 2013
Offline Last Active Yesterday, 07:57 AM

Posts I've Made

In Topic: Stopping the "Too many projects" syndrome

15 April 2014 - 09:57 PM

I suggest choosing the project which is most likely for you to see through to completion. This essentially consists of two things: motivation and scope. It needs to be a project that you really want to see completed, and at the same time it needs to be within your scope in terms of required work hours, resources, cost, etc. Choosing to focus on one project to complete does not mean you have to put a halt to thinking of ideas for other games. Just write those ideas down and file them away for the future.

In Topic: Good step-by-step development tutorials/books

14 April 2014 - 09:10 PM

Unfortunately, that Reconstructing Cave Story series is probably the most detailed tutorial you'll find for step-by-step game creation. Although much more simplistic, you may want to check out the Snake tutorial on this website if you haven't already.

In Topic: Efficiently Handling a Large amount of Objects with Short Lifespans

25 March 2014 - 12:16 AM

Yes, it seems that pool allocation definitely fits the criteria. I'll look into it.Thanks for the information.


Any other suggestions are welcome.

In Topic: Writing a RPG Protagonist: Pre-Defined or Blank Slate?

19 March 2014 - 10:21 PM

Is the development of the personality of the player's character necessary? The other option is to make the player's character a bystander who is witnessing the events of the story unfold - in other words, the player's character isn't a key character in the plot. In this case it's best to let the player customize their character. There are quite a few RPGs that do this, and often the player's character is "silent" - there is no dialogue from them although you can still interact with NPCs. This can often make the player feel more connected to their character since it allows them to superimpose their own personality onto this "blank slate", rather than forcing a bunch of predefined personality traits onto the player's character.


There is a similar device used in literature. Sometimes the story will be told in first person from a bystander who is not the main character and does not play a large role in the plot development. He is just there for narration. A great example of this is 20,000 Leagues Under the Sea by Jules Verne.

In Topic: Drawing a singular (or selection of) pixel(s) onto a screen using SDL2

11 March 2014 - 09:19 PM

I believe this is what you're after: http://wiki.libsdl.org/SDL_RenderDrawPoint

Make sure to set the colour with SDL_SetRenderDrawColor first.