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MarekKnows.com

Member Since 09 Dec 2005
Offline Last Active Aug 18 2015 06:31 AM

#5238204 How to recreate Dragon's Lair/Space Ace type game for mobile devices

Posted by MarekKnows.com on 03 July 2015 - 10:13 AM

If Dragon's Lair would have been made today it would be 3D based and rendered using a cartoon shader for the characters if that was the desired look. Video simply takes too much storage space.

 

Face slap.  Of course!  I don't know why I didn't think of using a cartoon shader, that will be much easier than what I had in mind.  Thanks




#5238153 How to recreate Dragon's Lair/Space Ace type game for mobile devices

Posted by MarekKnows.com on 03 July 2015 - 04:44 AM

Dragon's Lair and Space Ace are games that were made in the 80's.  Basically you had full screen cartoon movie playing back while the player made choices to progress in the game by moving a joystick or pressing a button.  The input events would then trigger different movie clips to play back.

 

I'd like to create a full screen cartoon action game like those that would run on a mobile device.  I was wondering if Dragon's Lair was remade today, would full motion video playback still be the best option?  Or should I try to make the game entirely sprite based? 

 

 




#5238095 How do I choose right function for moving sound in 3D?

Posted by MarekKnows.com on 02 July 2015 - 06:50 PM

moving left and right looks fine.  You will hear more in one speaker vs the other with what you have.

 

Distance (z) needs to drop off based on a logarithmic scale.  See the following link for formulas: http://www.sengpielaudio.com/calculator-distance.htm

 

Also have a look here: http://www.schoolphysics.co.uk/age16-19/Sound/text/Sound_levels_and_distance/index.html




#5237459 best way and source for learning openGL and DirectX

Posted by MarekKnows.com on 29 June 2015 - 04:40 AM

A number of years ago I started learning DirectX just like you since I was only interested in developing for Windows. A few years after that I decided to also learn OpenGL just out of curiosity sake. Today I only use OpenGL because it means I only need to keep one code base but I am not limited to Windows. WebGL, mobile development, and other platforms like Linux and OSX all use OpenGL. Being able to quickly switch platforms and device targets has really helped me grow and impress clients when they ask me things like... Well can you convert this code to run on a mobile device?

If you are just starting, I would definitely suggest learning both because each has its strengths and you will learn more by being able to compare how one api does things slightly differently from the other.


#5236591 OpenAL sound dependent on object

Posted by MarekKnows.com on 24 June 2015 - 12:25 PM

replace your while(true) loop with the following:

float x=1.0,z=0.0;

// Set for sourceid parameter position with x,0,z
alSource3f(sourceid,AL_POSITION,x,0,z);

// Set for sourceid parameter looping sound continuously looping
alSourcei(sourceid,AL_LOOPING,AL_TRUE);
std::cout << "x: " << x << " z: " << z << std::endl;
        
alSourcePlay(sourceid);

int iState;
alGetSourcei( sourceid, AL_SOURCE_STATE, &iState );


while( iState == AL_PLAYING ) {
  //sound is still playing
}



#5236374 OpenAL sound dependent on object

Posted by MarekKnows.com on 23 June 2015 - 10:46 AM

In OpenAL you have sound sources and listeners.  You can move either one, or both if you want.  You say you have figured out how to move a sound source using the arrow keys, so I don't understand what you are having difficulties with.  Can you give an example of what you need to do?




#5233169 Re-getting into C++ again

Posted by MarekKnows.com on 06 June 2015 - 11:01 AM

If you are starting from scratch, start by making simple ascii art games. Things like tic-tac-toe or word games. This way you won't get bogged down with how to render graphics. Once you understand how to program in c++ then you can start investigating different graphic api or game engines.


#5226631 Game testing - debug vs release configuration

Posted by MarekKnows.com on 30 April 2015 - 08:59 PM

Once you are confident with your debug build, create a release build and give it out for beta testing.  Now you'll get lots of feedback on what is wrong or broken.




#5220915 Very first game attempt. Would LOVE feedback!

Posted by MarekKnows.com on 02 April 2015 - 06:53 AM

Here is a coding tip.  If you know that all of your options are going to have 2 choices and basically do the same thing, you could wrap up that code into a function.  That way you can organize your code in such a way as, "here is the display code" and "here is the logic code".  Then later on, when you want to change the display code, you just do that in the one function, and everything will still work the same way, but now look slightly differently.




#5212495 Explicit uniform buffer location

Posted by MarekKnows.com on 23 February 2015 - 12:55 PM

In OpenGL v4.3+ you can specify the layout for uniforms.  See section 4.4 in this doc: https://www.opengl.org/registry/doc/GLSLangSpec.4.40.pdf

 

Also have a look here:

https://www.opengl.org/wiki/Uniform_(GLSL)




#5198947 Where should I start learning game development?

Posted by MarekKnows.com on 18 December 2014 - 09:25 AM

as The_Neverending_Loop said, start simple and work your way up especially if you've never made a game before.  Depending on which engine you choose to use, there may be built in support for some simple primitives like boxes, spheres etc.  In that case you won't have to worry about creating and importing 3D meshes since you can use those primitives instead.  Even with simple primitives you can makes games like Pong or tetris.  




#5197164 How is a game engine made?

Posted by MarekKnows.com on 09 December 2014 - 08:10 AM

Before I made my game engine(s) I started by making games.  After finishing my first game and wanting to start my second, I realized there was stuff from the first game that I could reuse in my second game.  So I ripped those pieces out of my first games code base and put them into my "engine".  Then I did the same thing with my 3rd, 4th, 5th etc game.  After a while my "engine" started to take shape containing a bunch of common reusable code.  




#5197158 Drawing many enemies

Posted by MarekKnows.com on 09 December 2014 - 08:02 AM

I recently posted an article here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 that should help you out.  If you Batch your quads in the way that I show in the article you'll minimize the number of draw calls.




#5194593 Best language for mobile apps

Posted by MarekKnows.com on 25 November 2014 - 07:56 AM

Have a look at the Marmalade SDK: https://www.madewithmarmalade.com/products/marmalade-sdk

 

It is now free and lets you program in C++ and then distribute across a number of mobile platforms.




#5179915 Already ready to start making simple games

Posted by MarekKnows.com on 12 September 2014 - 10:57 AM

Do you need to know about polyformism and inheritance in order to make games?

 

You don't have to know polymorphism or inheritance to make games, however if you do understand these concepts it will save you a bunch of repetitive code, meaning your final game source code will be much smaller.






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