Jump to content

  • Log In with Google      Sign In   
  • Create Account


Sunsharior

Member Since 14 Dec 2013
Offline Last Active Yesterday, 02:07 PM

#5157903 Advise for a beginner needed

Posted by Sunsharior on 03 June 2014 - 12:36 PM

Many thanks everyone, but could you please maybe tell me wich language i should learn and maybe a good website, book, method, etc to learn thuis too?

 

If your ultimate goal is to make a 3D FPS, i would pick C++ and DirectX / OpenGL. You need a OOP language for 3D and C++ is already largely used in the gaming industry.

Thoses are the reasons i would pick C++. Be warned though, C++ is a magnificent beast.

For learning, http://www.learncpp.com/ is a good place to start. For book, http://www.gamedev.net/page/books/index.html/_/technical/general-programming/beginning-c-through-game-programming-r1400 seems to have good reviews. I did not read it myself. Maybe it be better to search google for more reviews.




#5157618 Advise for a beginner needed

Posted by Sunsharior on 02 June 2014 - 01:47 PM

While it's possible, i wouldn't recommend doing a FPS as your first game, especialy since you say you've got little experience with programming.

You need to take bite-size task.

 

Start with small project like Tic-Tac-Toe or  Pong and work your way up from there. It will take many years for you to be confortable with a single programming language.




#5147676 .fla viewing source code

Posted by Sunsharior on 17 April 2014 - 10:37 AM

.fla is Adobe Flash. You will need adobe flash Ide (called macromedia before) or equivalent to open it.

 

One of the open source alternative is F4L. you can find it at http://sourceforge.net/projects/f4l/




#5144660 Create new white texture from existing SDL_Texture.

Posted by Sunsharior on 05 April 2014 - 08:30 PM

Color modulation is the first thing i tried to do, but i noticed setting it to 255, 255, 255 don't change the color.

I attached an image of what i tried to do earlier today.

 

First image is a colorModulation with the normal weapon.

Second image is a colorModulation with a white image (White shadow) of the weapon.

 

IMO it look so much better in the second image. Note that i would actually change the white blade for the actual blade if i manage to find something that work smile.png

 

Right now, i'm trying to do the second thing you said, dejaime. I'm trying to convert the texture to a surface and change all pixel to white.

Oh boy, google is really not helping me on this one, maybe i'm trying to do something very easy in a very complicated way, ahah.

 

Edit: Yes, i'm using SDL2. I also know texture are way faster than surface, this is why i'm trying to avoid using surfaces altogether.

Attached Thumbnails

  • bladetrail.png



#5141710 There got to be a better way to manage animations.

Posted by Sunsharior on 24 March 2014 - 09:17 AM

Thank you for your reply, Krohm (and everyone else). Quoting you, I will explain a bit further how i currently handle my animations.

 

 

Your whole problem arises because you're trying to enumerate the animations. This is a fundamentally wrong way to a approach the problem. Animations states are strings, and they are asset-specific. You don't map them to uints, you can do it, but it really isn't a sensible way of authoring assets.

Animation names are strings. So you can have very specific animations such as PlayModelAnimation("cutscene4_bridgeCollapsed_teammateAlive") where your avatar and the sidekick note how they were doing great so far, but also have to cut another few seconds next time.

 

I do have a "PlayAnimation" function that is called during cutscene. this function do not depend on the state of the actor, as it is only processing scripted animations. But this is somewhat irrelevant to my problem here.

What i'm describing in my post is during normal gameplay (Nothing scripted here). This depend heavily on the state of the actor, for example, if he is currently underwater, or jumping, or swiging his sword, etc... What im trying to do here is, at the end of my frame, i check what happened to the actor as a whole and set the animation correctly. Let say in a single frame, the actor moved right, but also got hurt, i need to prioritize showing the hurt animation for the next couple frames before resuming showing moving right.

 

 

I'm having myself some problems however in understanding how this could work for you since your IsState function seems to be smarter than I'd suggest to - so something is falling... or jumping... in combat or not. So basically IsState does non-trivial checking of variables which are of your own design.

 

IsState is simply an array of boolean that contain the state of a very specific actor. It can be things like "in combat", "falling" or "jumping". A complimentary function SetState does the work during user input (or AI) to set the appropriate states.

 

 

In my design, I don't set animation as part of the loop. I start them event-based so no state polling is required and I found this to be a rather good solution so far.

 

If i could do the same thing without the state polling i would be very happy. I'll try to explore Finite State Machine, which i am aleredy using for the user input / Ai function and see if i can use it too for the animations.

 

I think mikeman's answer i what i'll be looking into first, thought, as it is very close to what i'm currently trying to do.

 

Of course i will take time to really think this through. Heck, maybe putting the ManageAnimation code inside my Iactor class is innapropriate, as the actor truly care only to keep track of it's current animation and frame, as DareDeveloper aleredy said is true.




#5139109 What is a day like in the life of a programmer?

Posted by Sunsharior on 14 March 2014 - 06:06 PM

I work in a small and "family"-like software compagny. I do not currently program video game at the office, but rather medical softwares. I do have a video game side project that i develop alone, on my free time.

 

Since we're a small team, i often have to do both programming and analyse.

 

Basically, my days goes like this:

 

When i arrive at work, we hold a very quick meeting with the devs and project director to see when has been done the eve. Possibles issue are discuted there, along with solutions.  This take at most 15 minutes.

 

I always have tasks assigned via Jira, so i know what i have to do ahead of time. Normally, what i have to do is documented by the analyst. Of course, not "everything" is deocument, so if issues arise, i need to voice them / thinks of a solution. This process is very sastifing, as i act at the analyst's back-up, if he screw-up (which happens sometime).

 

To be honest, i don't really count the line of code in a day. It can fluatuate a lot. I normally code about 50% of the day, do research 30%, speak with my coleague 10%. The last 10% is administrative work not directly related to coding, like meetings, filling my timesheets, documenting stuffs, etc... You could write 10 line of code in a whole day and be considerer still be considered very productive.

 

Then, when i'm out of work  i usually keep coding 2 to 5 more hours in the evening on my personal video game project. I work in a software compagny, but my real goal is going to a video game compagny. This personal project is very nice on a CV (if completed). Also, i could make somes money out of it, but that's not really my primary goal.




#5128786 Advice about "Camera Zone".

Posted by Sunsharior on 04 February 2014 - 12:54 PM

Hello.

 

In this game engine i am working on, i have a camera problem that i will explain in a moment.

Before i continue thought, i must state that i aleredy have a few idea on how to resolve it, but i feel all of them are "awkward". So i come here to hear about yours opinions.

 

The problem is kind of hard to explain, i will try my best to be as precise as possible.

 

I have a 2D sidescroller game. In this game is a Camera Class that can move around dynamically, that means it will try it best to keep up with whatever it's bound to.

The camera follow a simple rules: Don't go out of the Level. This mean in a 100x100 Map, the camera won't go left of tile 0 or right of tile 100.

 

With this come 2 major problem

1. If i wants to make a "secret" area where i do not wants the camera to enter before the player do.

2. If i wants to stop the camera right at the floor level, even if the level go below the floor eventually.

 

if i am not clear enought, i have attached an image to show the problem.

 

In picture one, you can see the level Editor. I made a corridor leading to a pit. Picture 2 is zoomed it with the player spawned. You can see in picture 2 the problem. I wants the camera to stop at the floor and not go under the floor until the actor is nearby the pit.

 

So i got somes idea on how to solve it, but like i said earlier, neither are spectacular.

1. Flag somes tiles as "Don't go in here yet". If the camera is about to show them, stop the movement.

2. In the map header, tell the camera where it can go and where it can't go.

3. Disallow the camera to enter "empty space" or tile flagged as "secret space" (a trigger would unflag such area as soon as the player touch it).

4. Put trigger everywhere in the level to tell how the camera should behave.

 

Personnaly i would go with option 3 but i wants to hear what everyone is thinking. Maybe there is a better solution i am not thinking of.

 

Ps: Graphics are just placeholder.

Attached Thumbnails

  • Camerazone.png



#5124948 I'm having doubt about my map loading method and its performance.

Posted by Sunsharior on 19 January 2014 - 08:14 PM

After changing from text to binary, doing somes adjustment and needed refactoring, everything is working fine. It's pretty fast loading now, but at the cost of bigger file size, since i can't ignore empty tile informaion the way i could when i used text. Oh well, i guess it's the price to pay. I'll probaly adjust around it. At any rate, i'll optimize it later.




#5124169 I'm having doubt about my map loading method and its performance.

Posted by Sunsharior on 16 January 2014 - 11:04 AM

When i removed the "using namespace" from the stdafx file (dejaime guessed correctly i used it globally), i already found a problem where it used the "max" define from the std namespace instead of my own max. Luckily, it didn't broke anything.

 

Tonight after work i will look further into Dejaime's example and Vortez's snippet and will provide feedback.

Again, I really appreciate all yours help.




#5124056 I'm having doubt about my map loading method and its performance.

Posted by Sunsharior on 15 January 2014 - 10:43 PM

 

Also, avoid the using namespace std statement.

 

 

Alright thank you for the tip, i'll be sure to remove the using namespace.




PARTNERS