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Member Since 16 Feb 2013
Offline Last Active Aug 23 2016 01:38 AM

#5095487 Do I (really) need openGL?

Posted by on 20 September 2013 - 09:16 AM

SDL can handle 2D graphics just fine (I recommend using SDL 2.0 since it has more flexibility in this regard) so you could just stick with that for the time being.

#5094714 release code

Posted by on 17 September 2013 - 12:49 PM

Why I can't just go with debug result? I get .exe file and program works...


The debug build contains a lot of extra code used for debug purposes (such as bounds checking and other possible errors). The release build is highly optimized and does not contain this extra code, making it run significantly faster than a debug build.

#5094591 release code

Posted by on 16 September 2013 - 11:56 PM

Also, don't forget to make sure that the release mode configuration properties of your project are set correctly (e.g., include all of the necessary libraries you also used for debug mode).

#5093900 Gameplay or story first?

Posted by on 13 September 2013 - 05:47 PM

I feel that it is always easier to design the gameplay first, and then the story afterwards. It is very difficult to create gameplay mechanics around an existing story, which is perhaps why so many game adaptations of movies or literature don't do so well. By designing the gameplay first, you can incorporate those gameplay elements into the story as you create it. Take for instance, just about all RPGs in which the main focus of the gameplay is combat. The story is created in such a way to incorporate many battles and epic boss fights against characters integral to the story line, and these battles can serve as major plot points. These stories often have a lot of conflict in order to maximize the combat gameplay.

#5092342 Need astronomy help

Posted by on 07 September 2013 - 02:50 PM

The closest 30,000 stars to what exactly? I assume from Earth since that image is a 360 panoramic mosaic of the Milky Way as seen from Earth. In this case, I recommend downloading Google Earth and using the "Sky" view. This will give you a spherical map of the night sky seen from Earth. It will also give you the names of the stars and other celestial bodies, and clicking on these names will give you their distance from Earth.


Or even better since you're only asking for the nearest 30,000 stars, check out the Chrome Experiment 100,000 Stars, which is a star map of the nearest 100,000 stars that you can explore in 3D.

#5078031 Radio in a post-apocalyptic world

Posted by on 15 July 2013 - 09:28 PM

Perhaps this resource will be of use to you: https://en.wikipedia.org/wiki/Amateur_radio

#5075799 How to Program SDL More Efficiently?

Posted by on 06 July 2013 - 03:45 PM

It doesn't appear that you're converting the format of the surface image to the format of the screen. Not doing so will slow down your program since it will have to convert the image to the screen's format every time it's blitted. When you load your image, use SDL_DisplayFormat (SDL_DisplayFormatAlpha for images with a transparency layer) to return a conversion of the image, then free the original image.


Something like this:

Surf_Optimized = SDL_DisplayFormat(Surf_Original); //convert the original image to the format of the screen
SDL_FreeSurface(Surf_Original); //free the original image

#5074958 learned c++, now what?

Posted by on 03 July 2013 - 01:04 AM

You may also want to look at Tim Jones' tutorials at www.sdltutorials.com.

The "SDL Game Framework Series" will take you through some of the basics of using SDL, and then to the creation of a simple game of Tic-Tac-Toe. After that, the tutorials focus on creating the minimal elements needed to create a 2D platformer, which seems to be what you're after.

#5074542 In regards to a protagonist's weapon

Posted by on 01 July 2013 - 02:33 PM

What is the setting of your game, in regards to time and theme? Is it a futuristic sci-fi or science fantasy game? A gritty, turn of the century WWI-like theme? Or is it set in the 17th-18th century, when muskets were becoming more popular yet blades were still used at close range?

#5068592 2d workflow for side scroller

Posted by on 10 June 2013 - 01:02 AM

In Dust: An Elysian Tail, the levels are made up of "pieces" of art (e.g. a piece of a road, a piece of a tree, etc.). These pieces have fuzzy edges and, when put together with the level editor, blend seamlessly together. So no, the ground is not tiled and is not drawn as one piece of art. You can find a bit of information about how Dean Dodrill created the levels in Dust here: http://www.gamasutra.com/view/feature/180520/postmortem_humble_hearts_dust_.php

#5068587 Characters Facial Expressions

Posted by on 10 June 2013 - 12:34 AM

The problem with "separate movable" facial features is that human expressions are filled with a bunch of nuances. If you try creating expressions in this mechanical way, then you'll end up with mechanical expressions that would look quite off. A quizzical expression is more than a single raised eye-brow. It can include a contortion of the lips, a squinting of the eyes, a tilt of the head. Perhaps the best use of "movable" parts would be to make the eyes blink so the portrait does not appear completely static - but that's probably it. It would be much better to have an artist draw each expression individually. This will also allow the artist to inject personality into the expressions for different characters (everyone doesn't use the same canned expressions - there are differences in the way people express the same emotion).

#5068310 How to run an effective playtesting session?

Posted by on 08 June 2013 - 04:12 PM

Ask "would you buy it" or "how much would you pay" or "would you recommend to your friend/kid brother/grandmother" instead. That's what I meant by "focused" questions. Also: "rate the controls," "rate the graphics," "rate the story" -- all more focused (thus better) than "rate the game."


Good point. It's worth mentioning that the wording you use in these kinds of questionnaires is crucial. It will greatly influence the way the tester interprets the question. For example, saying "rate the graphics" is probably a bad idea since the word "graphics" is somewhat ambiguous. It could be interpreted as resolution, textures, use of shaders, or just generally how graphically advanced the game looks. But perhaps that's not what what you meant by graphics - perhaps you wanted the tester to rate how visually appealing the game is, which would include the art style of the game. A better wording may be "rate the visuals". Careful wording of the questionnaire is key to getting the data you want.

#5068151 How to run an effective playtesting session?

Posted by on 07 June 2013 - 09:33 PM

If you haven't already, I recommend checking out the video by Extra Credits on this very topic.

#5068096 Memory Management

Posted by on 07 June 2013 - 03:51 PM

In other words, you have to deal with ownership. I suggest you look into smart pointers, shared_ptr and weak_ptr.


I'll look into those. Thanks.

#5068081 Memory Management

Posted by on 07 June 2013 - 03:19 PM

I decided to use the following code to add an object to the list, rather than adding it using the object's constructor:


ObjectList.push_back(new CObject(0, 0, 1)); 


Thanks for all the feedback.