1. Past hour
2. ## rotating using trig functions

well my problem is that I want my bullet sprite to shoot in the direction my plane is facing, I have managed to get the plane to face and move in all directions. at least I have got that to work. right now my code only draws a bullet in the up direction.

4. Today

6. ## Continuous GJK for Linear Translations

I was afraid of that. I was under the impression that a ray-cast against the CSO would be simpler than that considering rotation would not be applied. But if I'm going to go down the full CA route anyway, I guess I might as well handle rotational stuff as well. Thank you for the resources, I'll look into it.
7. ## Update version 1.6 Change log; Submit to Apple Tomorrow 10/9

It’s coming, I promise. Started working on artwork for chapter 3, my least favorite thing to do. When this is done and released the ports will begin.
8. ## Frogger GameDev Challenge - Part 2 - Car GFX

I wasn't able to sleep tonight so I thought I should at least work on my Frogger entry. I finished up the car model that will be used, and it's pretty rough but I'm okay with how it looks for this project. I'll change up the paint color to add some variation as I'm most likely not going to have time to make trucks, vans, ect... I modeled out the shell, tire with rim, and windows then textured it all. I'll be reducing my asset list a bit... My next task is to create a small speed boat model. Stay tuned! Prior Parts: PART 1
9. ## Destroying reference counted objects immediately

I'm glad you figured out the cause of the problem. There is absolutely no problem in using the forum as a rubber duck. I'd wager that a large percentage of the members here have also done the same. I too often have the same experience. Just being forced to describe the problem makes you think in different ways which often lets you see the cause of the problem you couldn't otherwise see.

11. ## Making Decisions In Text Adventures!

All great suggestions and really appreciate the help guys, definitely got enough to work on and keep me busy. Good luck with your own projects!
12. ## GameplayXilvan Design games for 2018!

Hi everybody, Xilvan Design are building 3D games since 2004 in Blitz3D, our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Soul of Sphere Platinum v4.37. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy in Space III: A Dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47. New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
13. ## Destroying reference counted objects immediately

I tried to make a simplified test case and it's getting weird... In the test case it does not do this additional addRef which causes the trouble: So it seems that it DOES work as expected even when using factory global function, so something must be wrong in my code that causes this addRef
14. ## Algorithm Raycasts or Rigidbody2D for 2D Platformer in Unity

So I am trying to prototype a 2D platformer like game in Unity and trying to figure out the best method that I should be investigating for controlling the player character. I see generally 2 different ways to handle this which is either using Rigidbody2D or using raycasts. The list of things that I am looking to do right now are: has some sort of gravity like effect moving side to side jumping double jumping being able to walking up slopes of a certain angle (but prevent it after a certain angle and have the user slide down if they are on that angle or larger) be able to hang off the edge and pull up I sure some things might come up later in development if I get that far but these are what I want to get working at least at a very basic level before I move on from the character controller for the prototype (if you watch this video for about 15 - 20 seconds, you will see generally most of the functionality I am looking to achieve: https://www.youtube.com/watch?v=6rzTnx6IHqM&start=375). Now I started with the Rigidbody2D since I do want to have some level of gravity in the game (not just the player but items, enemy, etc.) and I can get the first 4 working pretty easy but the 5th is more troublesome (and have not gotten to the 6th). I can move up angles (I am setting Rigidbody2D.velocity for movement as it seems to be the most recommended) but for example if I am walking up an angle and then stop, my character jumps up a little (I am guess because of the forward velocity that is has when I stop applying hortizontal velocity for moving side to side, there is still extra vertical velocity). So I have 2 questions: Should I be looking at Rigidbody2D or manual raycasts? Either way that you recommend going, do you have any resources that you would recommend looking at for reference (video tutorials, articles, etc.)?
15. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Sure, you should just be lowering the fixed price portion (not too much if you can help it though!) to compensate for the revenue share. Price per word is still a reasonable way to calculate a potential starting price for negotiation.
16. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Prior to this, I have worked on minor freelance projects over the years. For those, I typically set a rate per word that made it easy for both me and the client to keep up with. However, this situation is significantly bigger than those based off the context and scope of the project in question, which is why I am having a hard time deciding on a price to open the negotiations with. It is the type of gig that I would absolutely not want to walk away from. As this is a Fixed Price + Revenue job is working per word still a viable metric to go by? Thanks again.

18. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

No worries. I'm not sure how many gigs you've done prior to this, but I personally make it a habit to keep a certain amount I'm willing to go no lower than on services I provide, then pass up deals that are not in my range in most cases. You gotta put value in what you do otherwise nobody else will. Don't be afraid to walk away from a gig if it's not what you want, it most likely isn't life changing money. Apart from the IT industry, I run a legal services business and I get calls all the time from contractors that took bad deals, and didn't even get paid... They knew the company had a cash flow problem before starting and still went along, and even gave them a break on pricing but still got screwed. My advice is to calculate the amount you're happy with working at per word, then pass on that number and see where it goes. At the end of the day it doesn't matter if you charge an industry low or high if the company cannot pay you. Make sure you set terms as well and if they miss one payment I would suggest demanding a deposit that you'll hold on account.
19. ## Castle Conquest

The board game, Castle Conquest, was the Czechoslovak board game from 80' years. You can select 3 levels of difficulty. It is possible to turn off the weather in the game’s menu or even set a stronger element of choice. The bottom-up panel in the middle is informational only and has no effect on gameplay. Rules: The aim of the game is to conquer the opponent’s inner castle. (e.g. capturing the opponent’s keys). Default Situation: At the beginning of the game, the knights are at the top of their castles. Game: The first move is yellow and the players continue to rotate regularly. A trap player may move any of his or her knights to one or more free fields orthogonally (that is, the same as the tower in chess, not so obliquely). In the same way, knights can move around the walls. If a player wants to ascend on the walls, or descend, they can move the knight only one field. The knight must not enter the inner field of its own castle (that is, the field in the center which has the key), nor go through it. If the knight ends the move in the field in which an opponent’s knight occupies, he is remove from the board. Skipping knights (both your own and foreign) is not allowed. Channels: The castle can be freely accessed through the canals. However, the number of passes through the channels is limited by: level 1 => 8 passes level 2 => 7 passes level 3 => 6 passes The remaining number of passes is shown in the top left bar for each player. Once this number has been depleted, he can no longer pass through the canals and must go to the castle through the wall. When passing a knight across the skull (placed somewhere randomly in the middle of the field), one pass is also subtracted. Game Over: 1. The game ends when a field with the key is occupied by a player and the castle is captured. 2. The game ends when one of the players comes down to all the knights. A draw is not possible, someone is always able to conquer the castle.
20. ## Requesting a code review

Going a little off topic here, and attempting not to get into a 'religious argument' in a hodgmanesque manner, but ... If you accept that fixed timestep is a good idea for physics, and are going to implement this and it is available, then presumably you would need a good counter-argument to decide to turn this off for game logic (like AI, player movement). After all, many of the arguments for using fixed timestep for physics also apply to logic. There may also be a big benefit to synchronisation between logic and physics. (Note that it is pretty much universal that with fixed timestep, there is also a frame update with delta, as some operations are better done per frame, so I am not in disagreement with the need for a frame update, just perhaps which operations should go in which.) On the major engines, bear in mind that one of the biggest factors is they need to be beginner friendly, and they are aware that it is possible to shoehorn in fixed timestep even where they don't natively support. Having said that, Unity and Godot *do* implement fixed timestep, both having fixed update and frame update (although the interpolation was either broken (unity) or missing (godot) last time I looked). There is some discussion of why UE4 doesn't default to fixed timestep here, but I am not familiar with UE4 myself: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/87505-using-a-fixed-physics-timestep-in-unreal-engine-free-the-physics-approach https://forums.unrealengine.com/unreal-engine/announcements-and-releases/4148-physics-sub-stepping?3986-Physics-Sub-Stepping=&viewfull=1 So it seems one of the main reasons for the lack of native fixed timestep in unreal is historical, and having to retrofit to a design that does not support it. Semi-fixed has the 'temptation' that it removes the need for interpolation (and is easy to implement in an engine, especially as an afterthought, as the unreal post shows), thus it can be attractive as a default, perhaps partly because the users don't have to be exposed to dealing with interpolation. It also has the benefit of removing the delay (up to a tick) between input and effect in the game world. Unfortunately, while it solves many of the 'exploding' problems, it still has the side effect of losing determinism and totally predictable behaviour. And finally there is the big 'M', multiplayer: clients and servers. What is a frame? Servers don't have frames. Different machines run at different frame rates with different frame spikes. Ticks start to make a lot more sense when you build games in a multiplayer framework.
21. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

I apologize for the vague information about the game in question so I will give a little more information in hopes of some clarity: For certain, the game will be released as there is currently an existing and playable demo that is available to the public. It might be getting significant backing from a larger publisher in the future, and is currently using Kickstarter to obtain additional funds to assist with development. The game is also set to release on Steam next year. That said, I also know that they are currently tight on a budget, though I am not currently certain how to account for that when asking for a starting price. Once more, I apologize for my ignorance on this subject matter, as I do not know how much the above information is even relevant to this topic. Thanks again for the informational replies.
22. ## Maps - showing player?

this thing about wheter including a map or not reminds me of Counter Strike. They put a minimap on the left up corner and it is usually to know not only where you are, but also where your enemies are and so the mission point. I find it really important but I guess that game demands it for gameplay. It is all based in your main idea: if you want players to look at the map or maybe prefer to hide it in order to make players know what to do in the battlefield.
23. ## Help with creating characters for action/fighting game

I didn't get it about the surgeon and the nurse. I mean, do you want them to fight against two other characters, for example? In that case, maybe you should find different kind of couples to fight. Perhaps a trapeze artist and a clown against the surgeon and the nurse? But I don't know it those characters would be funny enough. Think about warriors, soldiers, ninjas and things like that. They are always cool.
24. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

This matches my experience as well. Rates per word vary hugely depending on a range of factors.
25. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Freelance writers I've personally worked with bill by the word. However there are freelancers that bill hourly, and by the project. How much you charge can greatly depend on your customer as well... and what you're writing. Maybe someone else can offer more insight to billing as I'm not a freelance writer myself, I've only hired them.
26. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Honestly, it's hard to even give a ballpark idea without knowing a lot of details about the team and project. At this stage we don't know if this is a well run hobby or an actual business, how many people are involved, how important narrative actually is to the project, etc. You can probably get some ideas by searching for guides to setting reasonable freelance rates to get an idea of factors to be considered. If you have an idea of what the other writer is being paid you might judge your own pitch relative to that. Think about how much time and effort you're likely to be putting in to the project, and what you think might be a reasonable compensation for that time. Think about whether your contract allows for additional payment if there is more work than you expected. Do you need the job to pay your bills? If so, you'll need to figure out a sufficient amount, ideally with an added buffer in case you don't find the next job immediately. If it's more of a side project you might accept a lower amount for the experience - but I would still suggest trying to value yourself fairly.
27. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Thank you all for the quick replies. I will ask about how payments are made and the contract itself. My next(hopefully last) question is about the fixed amount. As I am being asked directly, what is a good amount to ask for exactly? I know for certain that there is one other dedicated writer besides myself. Up until now, the whole team had been pitching in to help with the narration, but only one was really working on it. I'm being hired to work directly on the main narration and am expected to be the one primarily focused on it once I begin. I understand that there are a huge amount of variables at play here. I am just trying to get a general understanding before I begin negotiations. Thanks in advance.
28. ## Bumpy World

Yeah explaining stuff in text is away hard for me. I think in my mind I was assuming familiarity with marching cubes but yeah, I probably need more diagrams and stuff. Thanks for your input.
29. ## Update version 1.6 Change log; Submit to Apple Tomorrow 10/9

Still wishing for that Android and Steam release. I cannot wait!
30. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

In my experience, revenue sharing isn't really standardised at all. In the worst case people promise it without even creating the legal framework required. Typically in my experience, new independent studios will split equity (ownership of the company) between the workers... Traditionally, royalty payments occurred between a game's publisher and the development company (instead of the development company and its staff). In this traditional model it was extremely common for not a single cent of royalties to be paid out though -- the contracts would usually stipulate that the publisher's costs would be paid off first... And seeing they're hiring themselves to market the game, they can charge themselves whatever they like for their own work. e.g. They can say that their marketing services that bought $10k worth of advertising space were valued at$10M... So even though your game made $1M in revenue, you actually cost them$9M and they're not paying you a cent in royalties. Fun... So, read the actual contract to see if it's actually worth any money at all, or if it's just theoretical. Make sure there actually is a contract, a properly registered company, a framework for how royalties will be paid, and what the tax implications are. If they can't explain how their payments are going to work to you, then they're putting the cart before the horse. As for a fair percentage... I don't think you can come up with than in isolation. A fair method would be to add up the amount of work done by each team member and give everyone a slice of the revenue that's comparable to their slice of the work... e.g. If there's one artist and one programmer, you should get a bigger slice than if there's 50 artists... That said, most games make like \$100 in total revenue, so don't put tooo much stock in a rev share promise if you actually need that money to live off.
31. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Welcome to the forums! How "Rev Share" usually works is that each member depending on their deal is provided a % of the income the game generates. Depending on your agreement this might be NET or GROSS. If the developer understands how finances work they will usually never provide a rev share deal based off GROSS earnings. You're not going to be asking for a dollar amount in such a deal, you should ask for a % and that % should be paid in perpetuity. Make sure you get everything in writing and signed, and make sure you have your payment terms clearly defined. I would suggest having a lawyer review the draft if you're new to this. Negotiating your amount depends on a lot of factors. How much negotiating power do you have? How many other people are asking for a % of NET earnings? As you're the Co-Writer, how much are you contributing to the project in comparison to other writers? What value do you put on your contribution to the overall success of the project? Nobody can give you consulting on what to ask for because we don't know anything about the project and the parties involved. I would suggest taking a higher salary and a lower % as opposed to lower salary and high % unless this studio has a track record, or the team has people with industry experience developing commercial titles. People can sometimes under estimate their true costs to acquire a sale, which can leave a company with a negative net profit regardless of high gross revenues, and that is if the game sells at all...
32. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

In general, truthfully? Very poorly or not at all. Expect the amount of revenue shared with you to be close to zero. As a model, revenue share is often offered by less experienced developers who are less likely to successfully complete, release, and market a game. However, you're also getting a fixed payment, so revenue share as an added bonus is nice to have, especially if the developer has a good track record of successful releases. I would negotiate for the highest fixed payment you are able to get, and treat potential revenue share as a nice bonus that may not actually eventuate - that is to say, that if you had the option to do so it would likely be better financially to trade your revenue share for an increased fixed payment. Whatever you agree to, make sure you've got it in writing.
33. ## RPG coder looking for a project

Howdy, I'm a programmer/designer mainly focused on making story driven RPG adventures. I'm looking for a project to work on as my current project has gone silent Last project was a metroidvania RPG shown below Show me some cool ideas
34. ## Destroying reference counted objects immediately

SOLVED BY RUBBER-DUCKING @WitchLord, one quick idea that made me wonder - the only difference is creation through global "factory function", not factory itself - isn't it like: for factory behaviour, AS does not increase refcount on top of what it does for handling of the call, because it assumes user is setting refCount to 1 when returning new object - but global function does not assume this, and it additionally increases refCount of the object returned from it? So we end up with 1 refcount from constructor and 1 refcount from Angelscript, even though we don't want it because method is acting like factory and already returned refcount 1? That's why I had idea to initially set it to 0 for creation from method and not factory behaviour, but the order in which it happens is: ++, --, ++, RETURN which meant that if we 0++, then 1-- it ends up deleting itself. I think I can't do much because once I return that object from my C++ makeBox(), it's then processed by AngelScript. Andreas, can you confirm the above behaviour for registered global function that would increase refcount when returning something declared like this? And that its indeed different than factory behaviour? asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); I guess it totally make sense for non-factory type of functions, especially when Foo@ is a script object (this has to happen because on script side you have no way to increase refcount), but if FooCpp@ is actually on C++ side we can do this manually when returning the object. Most of the time we also want this, but not for factory functions. How to work around it when one can have more factory methods and not necessarily just create through constructor. Here I'd actually need "CollisionShape@-" kind of thing it seems. I wanted to make it explicit by the func name what's created: makeBox, makeSphere, makeCapsule because if I did it thorugh ctor it would not be encapsulated and have to be more in way of CollisionShape(Shapes::Box, boxparam1, boxparam2) which is not really good and can cause problems if user mismatches params & type enum. So the possibility to have global factory functions not registered as behaviour would be great. Although according to the docs this should be possible: A function that creates an object and returns it to the script engine might look like this: // Registered as "obj@ CreateObject()" obj *CreateObject() { // The constructor already initializes the ref count to 1 return new obj(); } I also checked, just in case, behaviour of calling this (a bit nonsensical) code: shared class Plane: Std::TangibleObject { Plane() { CollisionShape::makePlane(vec3(0, 1, 0), 0.0f); } void cleanUp() override { TangibleObject::cleanUp(); @rigidBody = null; @collisionShape = null; @mesh = null; } CollisionShape@ collisionShape; RigidBody@ rigidBody; StaticMesh@ mesh; } and it seems to result in just single FREE, taking refCount from 1(initial, from ctor) -> 0 and removing the created object asap. This works without crashes - just not sure why it FREEs without adding ref, so it must expect the outside the be adding ref probably? It's not that clear to me how AS calls addRef/release during various situations - I will try to make some diagram once I get the hang of it, but the case with factory function is a weird one.
35. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Hello! I am new to this forum, but I have decided to make an account in order to, hopefully, gain some clarity on the topic of Revenue Sharing. Recent, I have been offered a position at an indie game company as a Co-Writer on their RPG project. Everything about the position looks good and I can't wait to begin working with them. However, their budget is limited so they have offered me compensation with a fixed price plus revenue sharing. They then proceeded to ask me what amount would be fair. The biggest problem right now is that I have a limited understanding of how this process works, as this is my first jump into this type of field. I have been a long-time freelance writer, but this is foreign territory for me. My question(s) is: How do I know how much I should ask for? How does Revenue Sharing work? What is a fair fixed-price + Revenue sharing model? Finally, are there any references that I can utilize after this? I want to go into this process with as much information as possible, so I seriously appreciate the help. I apologize if this comes across strangely worded. I'm having a hard time putting my thoughts to words right now. Thank you in advance.

37. ## Destroying reference counted objects immediately

UPDATE: SOLVED BY RUBBER-DUCKING Thanks for looking at it! The problem is, I can't see any obvious trace of it, nor I recall writing any. Searching through the code also does not show anything, especially when compared to other classes behaviour which is fine. Also - wouldn't it not show like this on the callstack where it looks like 2 refadds are initiated from within script engine, not from the outside? There should be refadd & refdel when AS is dealing with the returned object, but where does that second refadd comes from? It's also initiated within scripting. This is debugger just before the created instance is handed over to AngelScript: Here is how makeBox looks: CollisionShapeScriptProxy* CollisionShapeFactory::makeBox(const glm::vec3& halfExtents) { auto handle = store_.emplace(CollisionShape::Type::Box, std::make_unique<btBoxShape>(btVector3(halfExtents.x, halfExtents.y, halfExtents.z))); return makeCollisionShapeScriptProxy(handle); } That's makeBox - it creates an instance (store_.emplace) but this has nothing to do with scripting, it's C++ only and not refcounted. Then it passes the created instance to proxy, which does this: CollisionShapeScriptProxy* CollisionShapeFactory::makeCollisionShapeScriptProxy(CollisionShapes::Handle& handle) { return new CollisionShapeScriptProxy(store_, handle, 1); } Last parameter is initial refCount passed - I was trying to work around the problem, knowing there is one refcount too many coming from the scripting, and for this class only I tried to pass 0 (->release() would not work because it would cause object to be prematurely destroyed) but it didn't solve the issue and crashed. So that's all I have on non-Angelscript side, this call above is what is registered as asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); later. When CollisionShapeScriptProxy is created above, its refcount is 1 and then something happens inside the script that changes it - the code for script itself I already pasted. Just for the sake of completion this is part of the base ScriptProxy class that implements refCounting for all the classes (the ones that work and CollisionShape): ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle) : ScriptProxy(container, handle, 1) { } ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle, int16_t initialRefcount) : containerRef_(container), handle_(handle), refCount_(initialRefcount) { } void addRef() { VLOG(3) << typeid(T).name() << "[" << this << "]++ (" << refCount_ << ") -> \n" << getCallStack(2,6); refCount_++; } void release() { VLOG(3) << typeid(T).name() << "[" << this << "]-- (" << refCount_ << ") -> \n" << getCallStack(2,6); CHECK(handle_ != SlotMap<T>::NullHandle); if (--refCount_ == 0) delete this; }
38. ## How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All

Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all View full story
39. ## How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All

Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
40. ## Help a newb? SharpDX or DX and .net

Unity sounds Iike overkill for what you’re doing. SharpDX is the way to go and Direct2D is very easy to get going and is ideal for what you’re looking at doing. Performance is surprisingly good under ANY .NET language.
41. ## How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All

Here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
42. ## On learning to build a platform game engine with C and SDL2

I was just warning you in case you didn't know. As for tech, conceptually a game is not very complicated. Input is keyboard/joystick/mouse. Output is an animation, a sequence of full-screen images generated at a 20-50 fps. You have a number of different game-parts (intro, high score, instructions, market (for selecting weapons, oil, tires), and at least one for actual playing a level 😛 ) Each game-part does something like setup_data() # game loop while not done: render_current_situation_to_screen() input = get_user_input() # can be empty if user didn't do anything update_situation(input) # could also use time here to move things that have non-zero speed end where at the end you have to select a new game-part to perform next. You likely also want to update higher level data structures with results or settings (like currently selected goodies, played levels with results, new score, etc.) To generate a full-screen image, you typically load many small images in the setup step, and you draw them many times at the appropriate points in the screen. For tetris, you could have 7x20 grid of squares, where the data says what each cell contains (empty or 'square of block x'). You load an image of an empty square and an image of a full square (with different colours for different blocks) during setup(), and you render the grid of using the correct image as indicated in the data. In update, you move all the non-empty cells one level down every now and then, and when you render it again, it looks like the blocks have fallen a level. SDL has a home-page libsdl.org, with the SDL function reference documentation. It also points at various other resources like tutorials. When I learned SDL1.2, I used the LazyFoo tutorial. Today you'll want to learn SDL2 instead. LazyFoo has that too. I don't think "C for game programming" is a thing, it's C code, except you need more. Maybe you want you look into how to write larger programs. To be honest, I don't think C is a good choice, but ymmv.

44. ## Help: Solo programmer: What to do about Assets?

I'll throw out option four which has not been mentioned, learn more about procedural generation and take your generic assets and kick them up a notch with shaders.
45. ## Marbelous | Mobile Platform | Looking to setup a team on Unity

Game Title: "Marbelous" Hi everyone. I'm looking to get together a team to conduct a collaborative project on Unity. I have the ideas and I will be studying the game code, design of levels in every bit of my spare time to get this completed by the end of 2019. However if There is an experienced Blender 3d level designer or texture designer I would very much like to have you on the team and discuss the ideas I have come up with so far while also listening to yours. If anyone has played the regular Nintendo game called "Marble Madness" That is the original inspiration of my game. The intention is to release this game free, with ads, while providing and ad free version for a small price. I am open to speak with anyone on the side just let me know.
46. ## Frogger GameDev Challenge Extended to November 30

Hopefully you can submit an entry.

48. ## How to use a specific adapter for fullscreen applications?

Are you enumerating the SharpDX.DXGI.Output objects connected to each DXGI.Adaptor? If you want to render on an Output which is not considered your “Primary Display” by Windows, your application will need to create its main window at the co-orxinates which translate to that Output. Otherwise, it will just be created on your Primary Display and will render using the default Adaptor.
49. ## Frogger GameDev Challenge Extended to November 30

Very nice... I haven't start anything froggy.. because I was assigned in the remote area : - D
50. ## The Total Beginner's Guide to Game AI

This is amazing. Thank you.

• ### For Beginners

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• ### GameDev Challenges

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