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    1. Today
    2. Yeah don't think i want to use an engine, even by itself i'm struggling with the links you sent me. I have no reference to understand it, public bool Result { get; set; } the parameters of the line above i'm not familiar with and i'm pretty sure that's the simplest thing on the page, anything you could recommend for beginners?
    3. There may even be a simpler method out there, that I'm overlooking, but hopefully those search terms will get you closer to your goal. There are also some game engines out there specifically for building your own text adventure game, I think some are open source. Have a peek under the hood of one. Have a google at "c# text adventure engine" .. at least 2 or 3 there at the top. Dissection is the best way to learn sometimes. Just don't always assume the code you are taking apart was put together well.
    4. Thank you for the suggestions! As i'm still quite inexperienced it's hard to wrap my head around some of the concepts so it'll take some time to tell what'll work for me but both seem like great solutions. I'll update this after some messing about, thanks again!
    5. You could also use something like a State Machine to do these kinds of things... https://sachabarbs.wordpress.com/2013/05/16/simple-but-nice-state-machine/
    6. Tales of Vastor - Progress #10 - Big announcement Content What's done? What's next? Release dates What's done? Knight animations I was working on the remaining animations for the knight, which were mostly power attacks. Here are some of them: The text you see above the model are so called events. I used them within the code in order to determine what to do next, like moving to the enemy, handle the damage, show effects, etc. Power attack icons The power attacks are pretty much finished for the knight. Here's an image showing the icons of the attacks: Moonlight tower An important point on your journey is the moonlight tower. As I don't want to spoil the purpose, I will just leave the image here: What's next? New animations for the mage Refactoring animations and models Story implementation Release dates The big announcement of this update is the change of the release dates. The beta was planned to be released by the end of October. As my controlling sheet told me, there's more than 100 hours left to cover the content of the beta version, I will delay it's release to the end of December. The final release will be delayed to the end of Q1 2019, in order to provide a version, which is stable and contains the planned content. So, what to expect by the end of October? I want to release an updated alpha version. Older versions are available in the download section: Indiedb.com You can subscribe to the beta list by using this link: Join the beta The beta version is for signed up people only, so be sure to subscribe and get it as soon as it is released. I still need lots of feedback, so please spread the word and support Tales of Vastor. If you have feedback, you can contact me via mail or direct message whenever you want. Be sure to take a look at Twitter as well, since there will be more frequent updates. Thank you!
    7. Bolt-Action Gaming

      This Week in Game-Guru - 10/15/2018

      This week's update was pre-staged because of some real life work obligations. Apologies for any content which was missed in the lag time between staging and deployment here. Official Game Guru Newshttps://steamcommunity.com/app/266310/discussions/0/1730963192547852809/ - Per synchromesh it appears the long standing 'disappearing model' issue may be resolved. Time will tell! Also this came out this last week: https://www.thegamecreators.com/post/gameguru-melee-weapons-pack-updated-2 So apparently more updates to the already really decent melee weapons pack were done. They added 6 more melee weapons. Pretty impressive stuff for those who already own it! Lastly all of the incremental AI updates are here: https://forum.game-guru.com/thread/220075?page=2#msg2606583 We also have our list of winners from the Survey (all of these people got free DLC!): Archor Simon Cleaton Rogy Very cool, congrats all! What's Good in the StoreThe same stuff as last week, sadly. Free StuffNothing new for free as of this writing. Third Party Tools and Tutorials There's some pretty good info in this thread about how to use styleguru, which is a fantastic third party program that can help you customize your Game-Guru menus. https://forum.game-guru.com/thread/220056 Random Acts of CreativityParticle Test by Kevan Hampton - https://youtu.be/08zG7FczACM Extraction Point X11 https://forum.game-guru.com/thread/220128 Now the above should really get your attention. Someone put a lot of hard work and care into this but used mostly stock game assets. They have a very good cutscene and HUD, as well as a neatly modified menu. Sets a good standard Game-Guru game-making attempts. Environmental Particles in GG Loader: https://youtu.be/ItEVjI0HX9Q Pirate Mike's walk through of his upcoming game: https://youtu.be/wFLuupCC5A4 Someone made a kindle e-book with Game-Guru graphics... speaking as someone who's made a kindle book before it's no picnic to arrange those things. I am fairly impressed! https://www.amazon.com/dp/B07J1VZRYC In My Own Works: Recently this week started work on the 'how to make a desert' walkthrough. It's coming along well though is tricker than I first thought. Here's a screenshot: This is far from final and sadly the book will only include B&W stills, but regardless, the basic shape is there. There's more grasses, background materials and the like to add but atmospherically speaking it's what I wanted. I also have this for the Semi-Arid type of desert, but it needs even more work: Piece by piece this book is coming along. Just two more desert types to do for the book and take all the necessary screenshots, do final cleanup, etc. I also need to rework my 'how to make a city' section as well, which falls into a similar situation. View the full article
    8. I think what you are looking for are called Decision Trees. Here's a link to some info that looked promising at first glance, in c#: https://stackoverflow.com/questions/3889301/how-to-implement-decision-tree-with-c-sharp-visual-studio-2008-help
    9. WitchLord

      Enum size

      Currently it is not possible to specify the size of enums declared in AngelScript. All of them are 32 bits. I have it on my to-do list to add support for different sized enums, though it is not currently very high priority.
    10. Septopus

      Mountain Ranges

      This is ridiculously awesome. That's about all I can say about it.
    11. WitchLord

      Destroying reference counted objects immediately

      This problem you've faced is common too all languages with automatic garbage collection, e.g. Java, C#, etc. We who are used to C++ ways of thinking just have to learn to think differently than we are used to in these cases There are pro's and con's with both automatic GC and manual GC. Maybe you could at avoid this extra effort for the script writers by having it done automatically by your engine. Instead of the script providing the cleanup function, the engine could just enumerate all members of the script object and set all handles to null (or perhaps only the ones that are critical C++ objects).
    12. Hi there, So i'm an inexperienced student learning games dev at college and im studying c#, in my spare time im trying to work on a text adventure game with a narrative. My issue is that i dont know how to make the decisions, well not simply anyhow. I could write out 50 variables for each decision to read from the player but that would become very tedious and too messy to even comprehend when im adding content. I was thinking of adding functions to hold each decision or area but im at a lack of knowledge on how to jump to a function or if it's even a good solution. I know i could use an array and each decision be a number but that just doesn't seem like a good solution to me either. Any advice would be appreciated and this whole topic might sound dumb to a professional so be understanding please haha. Thanks, Luke
    13. I have all the NeHe source code. I am translating them in French for the second time. I translated the 6 first lessons. I am recompiling them with Visual Studio 2017. I removed GLAUX from all the lessons. I am trying to find an other way to load BITMAPS. I am currently trying BMP.h and BMP.cpp from Ic_overlord.
    14. Scott Browne

      Graphics and Art Style

      Thanks for the feedback. I'll see what I can do about your points as they seem valid to me. The portraits, I did those in about an hour or so each. They'll def get more polished. I was hoping the size was going to make it hard notice the different but I have no problem adding more detail to them. It's probably one of the most enjoyable parts of drawing Ya I loved Baldur's Gate. It's one of my favorite games.
    15. lawnjelly

      Graphics and Art Style

      It looks fantastic to me. Things I would consider tweaking : As said some of the wall textures the repetition is very obvious (and actually is a little distracting to the characters as the wall textures are a little too 'busy'). My personal solution to this might be either to get more creative with the lighting (baked lightmaps / ambient occlusion or longer shadows etc) or multitexture / on the fly baked megatexture or both of these. You could also try simply make the textures less busy in photoshop, or change the uv mapping scale etc. Small point - the dragon is too black compared to the surroundings, it doesn't seem even remotely physically correct, even for a magic dragon lol. 2d character portraits aren't quite as polished as the 3d (maybe you can get a specialist painter to do these for you?) Overall though it looks great, like you've rewritten baldur's gate / neverwinter nights engine.
    16. If you are using an IDE you'll want to use an extension such as .inc instead of .c/.cpp so the IDE doesn't try to compile it separately.
    17. Scott Browne

      Graphics and Art Style

      It's actually neither. It's supposed to be a field around the king trapping him and his men. I think it may be hard but tell just by the pictures. But with what you said I still think I could do a better job. I choose that spot as I needed a funnel like spot for this scene where you're trapped and invaded. Blocking the path was part of the plan. If you like to take a look here is the link. Perhaps it would make more sense? https://www.youtube.com/watch?v=PvvPzRceTGo&t=39s
    18. I got my Acer Mixed Reality with the controllers a couple months ago now and it's great! I tried the HTC Vive and Oculus at conventions a couple times and Mixed Reality feels like a suitable alternative with the great Steam VR support and easier setup. The motion controllers being tied to the cameras on the front of the headset can be pretty obvious sometimes. Sometimes if I leave my controller by my side for too long the cameras will mistake some other light in the room for the controller and I'll see my hand fly across the room. It's hilarious but kind of immersion breaking, heh. I'm satisfied though, playing Beat Saber has become one of my favorite things to do with friends at parties because of the easy setup. I think this opens up a lot of opportunity for VR being more accessible to the average consumer.
    19. jb-dev

      Vaporwave Roguelite

    20. The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production." Learn more and browse the contents at http://www.pbr-book.org/. View full story
    21. The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production." Learn more and browse the contents at http://www.pbr-book.org/.
    22. supermikhail

      A simple language game

      Yeah, it's probably best that I focus my mental energy on something more productive at the moment. Just to figure out, what.
    23. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
    24. Tom Sloper

      Graphics and Art Style

      Agreed. Is it a fountain, or just a floor decoration, or a table? Hard to tell. If fountain or table, there isn't sufficient walking room around it. Good.
    25. FuriousTribble

      Free art assets

      I helped create this one over at GameTextures.com. A set of shaders for Unreal 4 that includes: A terrain shader A basic material A blend material A Decal DP that has some really awesome PoM power to it, makes them really pop out. https://www.unrealengine.com/marketplace/gametextures-com-shade-material-pack
    26. A single level struct X foo[3] = { {...}, {...}, {...} }; A 2D array needs an additional set of brackets, ie your example compiled here using struct dynamic_pfl arr_dynamic_pfl[5][20] = { { {false, 1,4,2, 40,0,0, 420,580,0, 128,64,0}, {false, 2,4,2, 40,0,0,1200,580,0, 128,64,0}, {false, 1,4,2, 40,0,0, 111,580,0, 128,64,0}, {false, 2,4,2, 40,0,0,2222,580,0, 128,64,0}, {false, 2,4,2, 40,0,0, 666,580,0, 128,64,0} } }; I also changed the "level" to 5, since my gcc compiler complained about it: x.c: In function ‘main’: x.c:25:10: error: variable-sized object may not be initialized struct dynamic_pfl arr_dynamic_pfl[level][20] = {
    27. thank you for the answer. I want to stick all the Gamelevel Plattform of dynamic_pfl into one Array. I want something like this. //highest_amount_of_dynamic_pfl_in_this_game on level 6 are 20 instances //level 1 contains 5 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[1][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,420,580,0,128,64,0}, {false,2,4,2,40,0,0,1200,580,0,128,64,0}, {false,1,4,2,40,0,0,111,580,0,128,64,0}, {false,2,4,2,40,0,0,2222,580,0,128,64,0}, {false,2,4,2,40,0,0,666,580,0,128,64,0} }; //level 2 contains 3 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[2][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,111,280,0,128,64,0}, {false,2,4,2,40,0,0,111,380,0,128,64,0}, {false,1,4,2,40,0,0,111,480,0,128,64,0} }; //level 3 contains 4 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[3][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,131,2180,0,128,64,0}, {false,2,4,2,40,0,0,141,3180,0,128,64,0}, {false,1,4,2,40,0,0,151,4180,0,128,64,0}, {false,1,4,2,40,0,0,161,4180,0,128,64,0} };
    28. Ye, you send a prepared sparse octree, basically an array of the tree's nodes. you can use vertex shader to do some translations and then use the fragment shader to raytrace it. or you use OpenCL/CUDA for the actual tracing, but fragment shaders would do. a sparse tree uses (in most cases) a lot less data than the raw data, on top of that you have kind of builtin multisampling for far away nodes. i advise to read this excellent paper from NVIDIA on the subject: https://www.nvidia.com/docs/IO/88889/laine2010i3d_paper.pdf also if you do not need transparency (which i would assume you don't with medical scans) you can raytrace front to back and stop at first hit. and if you only need to see the surface and not be able to dynamically slice the scan, you can store only the surface in the octree, drastically reducing its size. for a simple introduction check out this cpu-only example: https://github.com/tunabrain/sparse-voxel-octrees should you find that SVOs aren't for you, consider using multiple compressed 3d-textures. you prepare each "cube" by quantizing non-surface areas of the scan. this will let the compression achieve better ratios without reducing the visual niceness too much.
    29. lawnjelly

      Frogger - animation

      I have now added some animations from blender to Godot. Mostly they went in very easy, and the AnimationTreePlayer makes it easy to set up node graphs for the animation logic. Although I couldn't work out how to do certain state changes, I gather this is being changed in new version though. The animations look good in the game, especially the frog. I also added logic for controlling the yaw of the frog as you move. The only bug I've encountered in the animations is that, particularly in a window, sometimes it is showing streaked corrupted black triangle down the screen. I initially thought it was to do with shadow mapping but now I think there may be bug in the engine vertex buffer / shader code somewhere. I did maybe wonder if I had exported my animations wrongly, but the process is pretty simple so on balance I think it may be an engine bug in 3.05. Will see if it fixed in the 3.1 alpha or my compiled from source version. Next I aim to work some more on the core game, fixing collision / river, and adding progression in skill / variation through levels. Then I will look at some different cameras, and dealing properly with traffic leaving the screen in different aspect ratios. Also I want to look at revamping the background graphics, not quite sure what to go for yet.
    30. You mean applying the locks only to new players and keep the existing player unchanged? we discussed this too, however, this would handicap new players and also bring in confusion. Your first idea would definitely reduce the impact, thanks for the advice. @Dramolion Its planned to only lock the purchase and don't touch the existing items, but we are still concerned about the backlash :/
    31. Max Power

      MorphTarget: Delta Normal / TangentZ ??

      Oh wait... I think I get it now. I'm probably just supposed to subtract one from the other, just like with positions. ... right??
    32. Iris_Technologies

      Creating a language - Static Libraries

      Linkers not only work with native calls, they are also used to link functions and calls inside your code. One feature of my language needs to have access to the memory offset of the instructions, so I need to do it for myself.
    33. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects View full story
    34. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects
    35. MordredX

      Fundamentals of Horror

      Excellent! I recommend everybody to read The Uncanny (Freud). It's a great piece of work that helps you understand and conceptualise horror. I also recommend Foundations on Literary Studies on the uncanny and Frankenstein.
    36. wintertime

      Creating a language - Static Libraries

      It might be easier if you use a premade linker and library archiver, while your compiler only produces object files in the standard format. Thats at least one step less you need to worry about.
    37. suliman

      A simple language game

      I wouldnt pay for a "game" like that. But MAYBE i would install it if it was for free. Then you can have some ads maybe. But again, if you start out fresh, to deploy this to mobile will still take alot of work from you. You wont see and profit soon (and quite possibly never). There is ALOT of competing apps out there. If you want to do it for fun and learning, that is another thing. But this "game idea" will not be a safe cash cow for you
    38. Hi. I am looking to procedurally create morph targets for Unreal Engine 4 meshes from variations of a common base mesh. There's a simple-enough struct that contains the per-vertex morphing info: http://api.unrealengine.com/INT/API/Runtime/Engine/Animation/FMorphTargetDelta/index.html The problem is I don't know how to define a delta for a normal vector. I have both the unmorphed and the morphed normal, but what to do with them?
    39. Hi! Im still planning what resources to include. Imagine a total war-like game, turn-based empire builder on a earth map. It's around the year 2100 after some cathastrophy so empires are starting to form: you control one of these upcoming empires. Large regions (such as south-western europe) are what you control (similar to the map of the boardgame Risk). You contruct infrastructure ("buildings") and train armies/navies/aircrafts/nukes! Focus is on war and building up your regions. Resources: Funds - Used for most things like infrastructure and units. Also for upkeep Influense - Used to affect others, diplomacy etc (not sure about this one...) Research - Used to unlock stuff and boosts (like +20% agriculture, unlock battlemech, +2 happiness from markets etc) Funds will come from these sources: Taxes. Main source. Causes unhappiness in your regions. Income based on regional ratings: Mining (regional rating. Can be boosted with infrastructure). Agriculture (gives mostly pop growth but also some funds) Drilling (oil and gas is still important). Logging? Infrastructure like manufacturing plants, ports etc. Thoughts? Influense (political power) is used in some strategy games (like Stellaris, hearts of iron) but would it work in a nuclear post-apoc when there is not much interaction between empires? Or maybe more interaction would be good? (also makes trade a viable mechanics). Influense could also be skipped and simply use funds (e.g. for bribing other empires) How would you gain influense? Research is gained from population - but strongly boosted by infrastructure (labs etc).
    40. Fulcrum.013

      Check Collision in advance

      Ok. Imagine a shеet of paper that lies on desk and have a u and v axes on it. You can move a point over sheet changing a values of u and v. Now lift up a sheet to make a some angle betwin desk and table. It not change ability to move a point over sheet (it coords on basis drawn on sheet still same and have same operations set to move it over sheet), But coords of point in 3D space has changed. So 3D coord of object that placed on some surface depends from u,v coords that relative to basis of its surface (aka surface coords) and properties of surface determined by equation of surface. Really lifting list up you dont changing a coords of point respectively to surface, you chaning a orientation of plane respectively to space where its surface placed. And to find a 3D coords from u,v coords of some point of surface it required only to substitute u,v to parametrical equation of surface. So you can just move a object placed on plane over its plane and recalculate its 3D point for rendering that is much eaily than move it in 3D and then align it to plane. Now imagine you have 2 sheets of paper. One of it lies on desk but other lifted up by some angle and aligned to first sheet along some edge. Obviuosly that second sheet have a other plane equation than first. so to move poiint from first sheet to second you have to recalculate a resulting point from surface coords of first sheet to surface coords of second sheet. It can be eaily done for points of alligned edge becouse its have same 3D coords for both planes. So you can move your object until central point reach portal edge , then recalculate a u,v respecively to second sheet basis (that require to solve simple equations system) and continue to move object but along second sheet.
    41. Daniel Pacheco

      Rocky Knight

      Wow! and the game is running on Itch.io. What are your plans with this game?
    42. You don't need a two dimensional array here. You only need an (one-dimensional) array of dynamic_pfl, and you can access the structs with arr_dynamic_pf[0].x, arr_dynamic_pf[1].x and so on. The entire struct (all the fields) are one element of the array, so you have only one dimension (the level number)
    43. I'm a beginner in C, maybee I don't understand arrays in C because as Webdeveloper I used Languages like ASP, Python, PHP, Javascript and Actionscript it was easier. My Goal is a two-dimensional array. First dimension: should contain the current level of the game, second dimension: object structure. When I compile and execute it seems, the first dimension is used as a structure. C:\_dev>gcc struct_def.c -o struct_def.exe -lmingw32 C:\_dev>struct_def.exe result x = 420.000000 x = 0.000000 < instead of 1200.000000 C:\_dev> The Game is very small and I would like to hardcode all the level data. without having to load the levels dynamically and without malloc. I want to iterate the array and refresh all the positions and making collision checks etc. then iterate the array again to calculate wich object are inside the camera to draw. How can I use the array as I would like it? First dimension: Level, second dimension: all the struct data? thank's for helping 😊 C ISO C98 <code> #include <stdio.h> #include <stdlib.h> #include <stdbool.h> struct dynamic_pfl{ bool player; int type; int pause_time; int moving_dir; float mspeed; float hspeed; float vspeed; float x; float y; float friction; int width; int height; int state; }; int main(){ int level = 5; //max levels of the game struct dynamic_pfl arr_dynamic_pfl[level][20] = { {false,1,4,2,40,0,0,420,580,0,128,64,0}, {false,2,4,2,40,0,0,1200,580,0,128,64,0}, {false,1,4,2,40,0,0,111,580,0,128,64,0}, {false,2,4,2,40,0,0,2222,580,0,128,64,0}, {false,2,4,2,40,0,0,666,580,0,128,64,0} }; printf("result\n"); printf("x = %f\n",arr_dynamic_pfl[0][0].x); printf("x = %f",arr_dynamic_pfl[0][1].x); return 0; } </code>
    44. Jonty K.

      Jittering in game

      will check and report....tx btw
    45. Scott Browne

      Graphics and Art Style

      It's a castle garden so it was designed for whatever they use them for, meetings weddings etc. It would be designed by a gardener. I think I will bring some flowers back and just do a better job at making it look better. I'll work on that brick again.
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