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    1. Past hour
    2. Irusan, son of Arusan

      Dyslexic font for programming

      Also, I should say that what helps dyslexics read is frequently very specific to the individual, so it's quite possible that some dyslexics will benefit from the font (personally, I find it very ugly and hard to read) and so if you are dyslexic and find it benefits you, well, all power to you.
    3. Well that explains that then Never bad to learn and yes a lot of games still work that use D3D9. Yeah, if I recall correctly it's only 0.0 and 1.0 because each letter is rendered individually in that example I gave you. I think I ended up making a texture atlas which had individual UV coordinates, sorry if I find it I will put the code up here.
    4. Irusan, son of Arusan

      Dyslexic font for programming

      If you read down to the results section, you'll see that the reported differences are not actually statistically significant. (0.10 > p > 0.05) and not very large anyway and, as the quote you highlighted says "some specific type of reading errors are decreased, but others are increased". That link is just a Master's thesis, but there's been a few papers on this and the findings are heavily neutral for the font. Here, I found a good summary that's not paywalled in this paper. It also finds that adjusting the spacing of a more normal font (e.g. Arial) produces beneficial effects that are as large as the Dyslexie font.
    5. UPTAPP

      [FREE] Stick Pong

      Stick Pong is a brand new Free Mobile Game by UPTAPP which combines the old pong style in a completely new way. Super simple learning curve, one handed gameplay, yet challenging. Please rate and give feedback, that means a lot! Download from Google Play.
    6. First I would like to say that I had a lot of fun attempting this challenge. I never participated in anything like this before. I voted for the Doom and the Dungeon Crawler choices in the challenge poll and was satisfied to see that they both came out on top. What went wrong I will start with what went wrong when I started this project, which uses the Unreal Engine. Probably the toughest thing I had to code, was the AI. It simply did not do what I wanted it to do at first and it took me several tries just to get it right. I had to turn on and look at the AI debug screen to see what was wrong. Turns out that my AI's cone of vision was completely disoriented due to a badly aligned capsule component. I simply rotated the capsule 90 degrees and the cone of vision was correct afterwards. But later on I got rid of the 45 degrees vision cone and replaced it with one with full circle so that the enemy could sense the player as if it had eyes all around its head. It was more adequate for the kind of AI that this game would require. Another problem that I encountered was that sometimes the AI would stop moving after I had made some changes on the map. It took me several hours to realize that I had to rebuild the map navigation data because the AI simply did not move otherwise. What went right This project uses Blueprints for the most part, with some C++ for the basic player movement, setup and camera orientation. I found that Blueprints are extremely easy to use and let you iterate and prototype your game much much faster than pulling up Visual Studio, write some C++ code and wait a while for the code to compile after you make some changes. This is one of the problems with UE4 in my opinion since it takes much longer to compile your C++ code, than to compile your Blueprints. Unity has the upper hand in this as the C# compiles very quickly. This is probably why Epic Games are considering creating an intermediate scripting language between Blueprints and C++. https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/ So, it was a breeze to simply code game logic using these Blueprints and it did not take me long to adopt them. I am considering nativizing them so I can basically learn how they map to C++, and also to optimize the code. If I do, I will publish the source code on GitHub. What I have learned I learned how to use UE4, in my view the most versatile and powerful engine there is to make games right now. You can do so much with it, not just games but all kinds of things from movie content to architectural design. I learned how to use Blueprints, which at first I thought they were kind of bad since the nodes take so much space and to perform common programming things like loops, branching, etc. it is not ideal. I learned how to design an AI using UE4's behavior trees and AI perceptions. It was not easy at first, but it was satisfying to finally make it work. Level design is another thing I had to improve, and this time it was a bit better than the usual basic things I have done in the past, mostly with Quake 3's level editor. Conclusion This challenge helped me learn a lot of things, and I am looking forward to see which challenges will be proposed in the future. I will go back to focus on my own engine, which uses D3D11/12, and will use what I have learned with UE4 to improve my own code.
    7. Oberon_Command

      Dyslexic font for programming

      From the paper link you linked: If we're talking about "ease" of reading (which I would assume to mean how much exertion it takes to read correctly), then comparing reading speeds doesn't seem like the whole story and may only be a proxy for the actual thing we're trying to measure. By analogy, it might take me the same amount to time to lift a 12lb weight as it does for me to lift a 20lb weight, yet one of them is clearly more difficult.
    8. Yeah I guess that is a good comparison. Just doing this mostly for the learning experience and I am actually very interested in general on how high quality/fast rendering works in general.
    9. Today
    10. Irusan, son of Arusan

      Dyslexic font for programming

      Not to be negative, but that "Dyslexic" font doesn't actually help dyslexics read any better. In fact, studies find that it is either neutral or negative to reading speed and comprehension (see, for example, here or a bunch of paywalled articles in the primary literature) (Also: you don't actually need a fixed space font for programming, just ask Bjarne Stroustrup)
    11. At some point, the tree is really just a list of nodes, each with a set of data and a reference to their parent node, right? The data in this case is just a reference to the model as opposed to full node data. The difficult part may be how to store the child of the model, since that points to a parent that is in the model file? How do you currently create the tree in this situation?
    12. Hello gamedev.net! I came here to look for some feedback and beta testers for our current project Spell Slingers! --- Spell Slingers is an online turn-based 2D shooter game with sling mechanics for iOS and Android devices. It has been inspired by games like Worms, Angry Birds, Hearthstone and Max Payne. Current status: Private Beta (17.1.2019) --- --- Join to private beta here:https://goo.gl/forms/aJa6d8zNtunXgnKZ2All feedback is welcome!Thank you, and looking forward to hear your comments. Miikka --- Some details about the development: Spell Slingers has been in development about an year. Our team is currently 4 members strong. We started with 2 people. We are based in Finland.
    13. Gnollrunner

      MMORPG Brilliant Game Idea.

      I agree we all had the same dream, and some of us foolishly still have it (and that means me, and perhaps the OP too). Like many players, I like best the MMOs with at least some sandbox elements to them. However I also realize that without something unique my game will likely be just one in a large crowd of wanna-bes. I therefor feel I have to have something that other games don't have or at least very few do. I came up with this idea playing WoW. I noticed a lot of other players hated gold farmers (usually from China). I really didn't care myself. In fact I was often soloing and would team up with one of them and we would split the goods between us. I couldn't talk to them but we generally came to an understanding. It struck me that teaming up with someone I couldn't talk to added an element of adventure to the game. Suppose there were whole areas of the world where I had to make an effort even to communicate, and where everything seemed foreign to me. In order to really pull this off the world would have to be giant and every part off it would have to be different. For instance, there would be a virtual China. It wouldn't be called China but the architecture would be Oriental and players physically starting in real China would start in this area. Perhaps players in Central America would start in a place where everyone spoke Spanish and there was Central American architecture, and so forth. The second aspect of this idea would be there would be no fast travel. To get from one place to another you or your party might have to travel a week of actual game time. To support all this the world should be a single shard and as I said before VERY large. Therefore initially I've decided to work on the technology to support all this because it's really not possible without it. In any case, IMO that's the trick. Find the thing that makes your MMO different and hope it has a fan base. I think nothing is for sure but if you are just copying other's ideas, you'll have to top the top dogs at their own game to really give them competition. If you can make your game a "game changer" you might have a slim chance of giving them a run for their money.
    14. nsmadsen

      Looking for honest feedback on my music

      Welcome! Always happy to give feedback. Please take what I say as constructive, honest feedback and keep in mind I'm just one person. Main Theme - I liked the opening but by 47 seconds in, I was ready for a different, more distinct texture. I can hear the trading off, cycling and even doubling of parts between the voices and the strings but they just kind of meander around. It also doesn't help that the vocal patch is very synthy sounding and is all composed of the same vowel shape. You can create a sense of epic scale and progression while having a more stable and set melody. Oblivion's main theme comes to mind: After a little prelude it becomes VERY clear what the melody is and what parts of supporting. In your main theme, which should traditionally be the most iconic melody of the soundtrack, it's hard for me to really know what your melody is from just one listen. You have some really nice moments and overall the production is pretty good! I just think you need a bit more focus on your melodies. Perhaps even the arrangement - i.e. how the rest of your track supports and interacts with that melody. Also check out Spitfire Labs Choir - it's free. And it sounds GORGEOUS. The attack is VERY slow so this free patch will only work on certain styles of writing. But it will sound so much more realistic than the vocal patch you're currently using. Quick point on Lands of Shadow - your drums are distracting here. It's not enhancing but rather subtracting from the experience. I would work on the mix between your percussion and your other instruments. And be careful of things that repeat for too long and are higher pitch (i.e. 3:04). That can get REALLY annoying, really fast. Try and look for ways to create tension and progression without being so repetitive. Try things like changing to other instrument sections, changing textures, etc. This track, in my opinion, is way too repetitive to be effective, honestly. With ambient music you can afford to really pare things back. Less can become way more in this regard. Even the more tense areas can be served with less activity to truly keep the music more ambient feeling: Hope that helps! Thanks, Nate
    15. Hello! I have a scene graph in which I can load models from external resources (model.fbx, for example) Then I'm making a save in my game - just saving the whole scene graph. And this is the point where I'm stuck - how to save nodes that are actually references nodes which are in external resources? Also, is that even possible to keep part of scene graph (for example which is in red square) in sync with a model?
    16. You don't need an interpreter, you can compile .net code at runtime pretty easily and run it within the context of your compiled program. It works flawlessly, I used this technique for my own general purpose 3D game engine. Here is the article I based my code on: https://www.codeproject.com/Tips/715891/%2FTips%2F715891%2FCompiling-Csharp-Code-at-Runtime EDIT: Just for clarification, what I mean by within the context of your application is that the runtime compiled code will act like a .net library and have access to all the objects/classes/struct,etc (depending on their level of accessibility) in your program. The only huge downside to this approach is security. Obviously you can do some pretty nasty thing with a user editable script that has access to the full .net potential, so I'm not certain this is the right approach for something like shareable user created content. But it's by far the easiest and quickest way to hack scripting into a .net application.
    17. Feod

      Spell Slingers - Battle Cards

      Spell Slingers is an online turn-based 2D shooter game with sling mechanics for iOS and Android devices. It has been inspired by games like Worms, Angry Birds, Hearthstone and Max Payne.Current status: Private Beta (17.1.2019) Join Spell Slingers - Private Beta here: https://goo.gl/forms/aJa6d8zNtunXgnKZ2 Thank you for checking the project!
    18. SIr Pep

      Money or passion?

      I like what @itachii said about Notch. With Stardew Valley it was the same thing. He took the faults he found as a consumer in games like Harvest moon and Rune Factory and simply made his game the "perfect" blend of both. In my own searches for what your asking, one answer I got actually really hit home. "Make a game You want to make". Making a game can be a LOT of effort so you want to set yourself up to succeed. You won't do that by making a game you don't like to work on. You'll just run into the wall so much sooner than if you make something you actually enjoy working on. Then the last 30-50% of the project will turn into a nightmare if you're doing it solely for the money. So to sum it up, try monetizing your passion. Also keep in mind "You can't rush Art" 😉 This is a great thread and there seems to be a pretty clear consensus about the direction you're taking so I'll let you figure the rest out. God bless you and your project, and have a wonderful day!
    19. SIr Pep

      Looking for honest feedback on my music

      K on the first one, the voices really don't fit all that much. I really like the middle where you have the drums, and you get the feel of a marching army. Second one is the same. You really captured the beat well in the middle, but you did the same thing with the bell which you could either tone down, or make it a more bass sound. There's also something not quite perfect about the start and the end of the second one.... Don't quite know what... Also I love that you made and AOEII Mod. I was gonna make a MOBA one too one day awesome stuff!
    20. I’d seen that “weighted” font that’s easier for dyslexics to read, but I just learned that there’s a monospaced version that’s got all the programming glyphs so you can use it in for programming. In this example, they’re using VSCode, but it doesn’t seem to be doing anything advanced (i.e. ligatures), so there’s no reason it shouldn’t work on any text editor you want. https://dev.to/deadlybyte/have-dyslexia-make-coding-easier-in-visual-studio-code-4kmg View the full article
    21. Hi everyone, I've had a few paid projects, but I am still pretty new to composing for games, and I'm hoping to get some honest feedback on some of my work from the more seasoned composers here. I'm looking for feedback on any aspect of my music, specifically the audio engineering side, as I feel that is my weakest area. What does the overall quality sound like? Does it sound "realistic"? Is it properly mixed, mastered, compressed, etc? The two tracks I'm sharing here are from a LoTR mod for AoEII that I recently scored. The first is the theme music that plays when you are on the main menu, and is my biggest attempt so far to use an entire virtual orchestra. And the second is a piece that plays in game in the background for the evil civilizations like Mordor. It's meant to be both ambient and epic/creepy. Any insight is greatly appreciated.
    22. I agree. Also, congratz on good work on your engine in general!
    23. nicfaust

      Money or passion?

      It depends on the situation. At first, you should earn some money for a living and after you have money and everything you want you can work for passion. Sometimes you can get passion and money from your work and it is cool but it is not so easy.
    24. Doru on a quest to save her father from the hands of slave masters and a jealous god. As she embarks on her journey, she unveils the mysteries of her life together with the hidden truth of her birth and how she's a demi goddess. Now, Doru must save not just her father but her people and as she treads on a path filled with dangers,and thrilling adventures she meets with dark magic other demi gods demons and spirits. with a shocking betrayal. i'm thinking rpg mechanics with a small amount of fantasy what do you guys think i'm just starting ... i've already written the entire story line would be way too long if i wrote it all on here.... PS: i'm still working on a name but i kinda like this one
    25. Tipotas688

      Encircling predatory AI

      I see, then yes boids is not what I'm looking for, maybe more like strategic placement AI.
    26. LorenzoGatti

      Encircling predatory AI

      My suggestion, as you noticed, was simplified because it was about a "final positioning" that can be updated and maintained. As intermediate states and objectives, before the target is hopelessly surrounded, there are putting the target inside the convex hull of the enemies (i.e. formally surrounded but not in danger) and then closing the large gaps between enemies (with the complication of accounting for what gaps need to be closed urgently because the target is more likely to escape through them) until the gaps are comfortably small and the wolf pack attacks can begin. Your questions suggest that you want to manage the enemies as excessively independent boids rather than as a members of an explicitly represented formation, leading to gratuitous difficulties like needing an algorithm for position "preferences" when each enemy should simply have an assigned destination (and ignore formation shape parameters like L).
    27. h8CplusplusGuru

      std::shared_ptr to this pointer question

      I have been thinking lately about raw/smart philosophy and had been using the following: I'm not sure if I agree with what you have said about smart pointers, however, I will think about it.
    28. Paszq

      Last quarter additions

      Haven’t written for a while, but I have been working on the project tirelessly I managed to implement a different animation system for weapons, each one can have a unique animation (instead of predefined by very broad weapon type). Here’s an example – Slingshot for Ranger: Slingshot – the first weapon of every Ranger character got unique animations #gamedev #indiedev #lowpoly #indiegames #unity3d pic.twitter.com/mFR8x0iofi — Arpago (@ArpagoGame) October 16, 2018 I completely remade buffs/debuffs system – replaced it with Aura Controller, each aura can have its own icon, effect, length, etc… all affected by player/enemy stats. And it is all visible on the hud Minor improvements to the debuffs UI #gamedev #indiedev #indiegames #unity3d #lowpoly pic.twitter.com/mcIatOEYge — Arpago (@ArpagoGame) October 30, 2018 …as well as a few new particle effects, here are some examples: Stun: New visual effect of being stunned #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/cStG9Okf45 — Arpago (@ArpagoGame) November 4, 2018 Haste: Changed the effect of haste, and fixed the animation#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/drOiMR13NJ — Arpago (@ArpagoGame) November 23, 2018 Armor buff: Tweaked Armor buff spell effect a bit#gamedev #indiedev #lowpoly pic.twitter.com/KHX5nAGD7X — Arpago (@ArpagoGame) November 24, 2018 Invisibility: Fixed invisibility effect for all races #gamedev #indiedev #lowpoly #madewithunity pic.twitter.com/IaOWEXcs2D — Arpago (@ArpagoGame) November 20, 2018 I implemented Pause functionality, as well as a bunch of in-game settings (which are saved, yay!) Bunch of new options – sensitivity, font type, font size #gamedev #indiegames #indiedev #lowpoly #screenshotsaturday pic.twitter.com/dQj717qpcZ — Arpago (@ArpagoGame) November 11, 2018 Added Death system – for now, a short message is shown for a few seconds, and then you get teleported back to the last camp you rested at. Later, I plan on healing all enemies around the player who died, to remove possibility of rushing back after respawn again and again: Slightly improved the visibility of the "You are dead" text#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/j7g1CfpeAO — Arpago (@ArpagoGame) November 26, 2018 Created a ship that will be present in the game’s intro sequence: #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/KUtdX0pqwM — Arpago (@ArpagoGame) December 9, 2018 …with fully modelled interior, which serves as main menu + character creation hub: Character creation / Load game menu progress #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/5Xk7KErqdS — Arpago (@ArpagoGame) December 13, 2018 Completely redesigned loading system – now with added level-specific loading screens and progress bar: Starting up the game and loading a character #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/NP5Uqs9oFk — Arpago (@ArpagoGame) December 20, 2018 Split-screen multiplayer functionality added to main menu + improved co-op specific interface + fixed a TON of issues with it: A bit of co-op gameplay #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/7vxQMH6crn — Arpago (@ArpagoGame) December 23, 2018 Implemented varied environments within one “level” – like getting into a cave without a loading screen Getting in a cave!#gamedev #indiedev #indiegames pic.twitter.com/Qv89ggbrfQ — Arpago (@ArpagoGame) December 27, 2018 Entirely new Fog of war (map discovery) controller – now it’s pretty slick, and it’s saved together with each player character separately. I really like it Remade fog of war for the game's map – now it looks better, saves, and loads with the character! #gamedev #indiedev #indiegames #lowpoly #madewithunity #screenshotsaturday pic.twitter.com/bFhREJk7m8 — Arpago (@ArpagoGame) December 28, 2018 Also added collision blocks to prevent players from falling into the abyss or walking outside of the level Added some collision blocks to create invisible walls, so that players won't fall out of the map pic.twitter.com/rVwahXXmuO — Arpago (@ArpagoGame) January 6, 2019 …and currently I am working on dialogues and quests. Here’s a little walk around the Dagis village, and a dialogue with farmer Ferk, who’s probably the first person you’ll meet there. A short stroll around the village + checking the new (more complex) dialogue pic.twitter.com/Zjp5SoSrI0 — Arpago (@ArpagoGame) January 16, 2019 In case you have any questions or remarks, feel free to write here …or visit project’s Twitter https://twitter.com/ArpagoGame/ …or visit its website – http://arpago.eu Thanks! The post Last quarter additions appeared first on Arpago. View the full article
    29. h8CplusplusGuru

      std::shared_ptr to this pointer question

      Well in a case where I've done this is when I have a vector of std::shared_ptr, and objects in this vector may reference other objects in the vector or pass themselves to other objects. Is this bad? I mean, I understand the lifetime issue but my object had a member, isAlive or isDead or w/e which allowed referencers to identify if the object was valid. I don't know, now that I think about it, maybe it was bad or unnecessary.
    30. @datboi By overlay you mean something like Overwolf?
    31. That is not what I meant by cross platform, sorry for the confusion. The ultimate goal for me is to have a renderer that will work for DX9, DX11, and more in the future hopefully. Why? Well I'm making a GUI specifically and one of the things I'd like to do is make an overlay for games and such (A lot of games still use DX9). If I was making my own program/app (which I also plan on doing), I definitely wouldn't be using DX9, like you said, it is a pretty dead API.. That would be a time where I'd choose one of the other APIs I have support for. But, I've been looking into CD3DFont and the values supplied in the U, V are not always defined as 0.0 or 1.0. Those uv coordinates are calculated here for example mTexCoords[c-32][0] = ((float)(x + 0 - mSpacing))/mTexWidth; mTexCoords[c-32][1] = ((float)(y + 0 + 0 ))/mTexHeight; mTexCoords[c-32][2] = ((float)(x + size.cx + mSpacing))/mTexWidth; mTexCoords[c-32][3] = ((float)(y + size.cy+ 0))/mTexHeight I guess I'll just try to replicate what CD3DFont does with GDI but using FreeType.
    32. fleabay

      c# tic tac toe game

      Please don't. If you need that info put it in a separate file.
    33. phil67rpg

      c# tic tac toe game

      well Daniel I have made some progress on my game I have made some of the changes you suggested. I am still working on the AI for this game. do you have any suggestions on how to implement the computer player. here is the code using System; namespace tictactoe { class Program { static void Main(string[] args) { int count = 1; int player_x=0,player_o=0; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); bool gameOver = false; char[,] board = new char[3, 3]; while (gameOver==false) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); int num_one = rnd.Next(1, 10); switch (num) { case 1: board[0, 0] = 'X'; player_x = 1; break; case 2: board[1, 0] = 'X'; player_x = 2; break; case 3: board[2, 0] = 'X'; player_x = 3; break; case 4: board[0, 1] = 'X'; player_x = 4; break; case 5: board[1, 1] = 'X'; player_x = 5; break; case 6: board[2, 1] = 'X'; player_x = 6; break; case 7: board[0, 2] = 'X'; player_x = 7; break; case 8: board[1, 2] = 'X'; player_x = 8; break; case 9: board[2, 2] = 'X'; player_x = 9; break; } switch (num_one) { case 1: board[0, 0] = 'O'; player_o = 1; break; case 2: board[1, 0] = 'O'; player_o = 2; break; case 3: board[2, 0] = 'O'; player_o = 3; break; case 4: board[0, 1] = 'O'; player_o = 4; break; case 5: board[1, 1] = 'O'; player_o = 5; break; case 6: board[2, 1] = 'O'; player_o = 6; break; case 7: board[0, 2] = 'O'; player_o = 7; break; case 8: board[1, 2] = 'O'; player_o = 8; break; case 9: board[2, 2] = 'O'; player_o = 9; break; } if (player_x == 1 && player_o == 1) { board[0, 0] = 'X'; } else if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } else if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } else if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } else if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } else if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } else if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } else if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } else if (player_x == 9 && player_o == 9) { board[2, 2] = 'X'; } Console.WriteLine(" {0} | {1} | {2} ", board[0, 0], board[1, 0], board[2, 0]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 1], board[1, 1], board[2, 1]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 2], board[1, 2], board[2, 2]); if (board[0, 0] == 'X' && board[1, 0] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } } } } }
    34. Tom Sloper

      MMORPG Brilliant Game Idea.

      I think we've all had that same dream.
    35. CrazyCdn

      c# tic tac toe game

      He's been working on one game or another for well over a decade. I think this is the furthest he has ever gotten with any game and he has been given pretty much all the advice you've provided many times over. He never takes it or listens. Quite a few of us are convinced he is a troll to be honest. Just a heads up
    36. Well then Direct X is not the right choice. Vulkan would be far more cross platform and supporting Direct X 9 is absolutely pointless. Nothing of value from DX9 will transfer to any modern API, honestly. Go over the whole tutorial then. Should not be difficult at all to go from OpenGL to Direct X if you absolutely must support a 14+ (just checked, first released 2004) year old dead API. The code worked for me about a year ago so I know it's functionally correct. Maybe see where yours and theirs differs.
    37. Daniel Ricci

      c# tic tac toe game

      1. There is no point checking for a winner until one player has played at least three moves. 2. Your if statements should be if/else if since they are all mutually exclusive. 3. This is a console game which means you should never trust then input of the player do not assume the user will enter an integer value. 4. Don't use Envrionment.Exit, use a boolean to say gameOver = true at the very least, and have your while loop check against that, do not hardcode with integers if you can avoid it, it makes for maintenance and expansion of the game difficult. 5. Namespace can be named something a bit better 6. I dont see any comments here, there should be comments to explain things that you are doing. You should also think about what parts of the code can be turned into methods, since this is in your main and you have zero objects created you can have static methods. 7. Your using statements, if there are some usings that are not being used you should clean that up 8. Include a license at the top of your file(s) with your name and your open source license of choice, its a good idea to open source all your learning experiences so that others can benefit from it.
    38. Hey, appreciate both of your feedback. Actually my goal is to allow cross platform rendering and I'm currently working on DX9 but eventually will work on DX11 and possibly OpenGL. But for now I'd like to figure this out on DX9. @CrazyCdn Actually I have saw that code and tried the uv coordinates used there. It resulted in nothing being drawn so I'm not sure how to properly get them or maybe I'm just doing something wrong. Thanks.
    39. Hello! I'm brand new to these forums, and I am looking for a hobbyist artist to work with me on a game I have a working prototype and documentation for. The game is in Java, and it is a Roguelite game that allows the player to select a class that has unique abilities before facing the procedurally generated dungeon before them. I do have plans for the future of the game in later stages of development, but will omit those unless interested, as I want the artist who's working on this project with me to have a good amount of creative control. If you are interested, email me at jlars789@gmail.com, where I can link the Dropbox to the playable prototype demo and the documentation I have so far. Thanks in advance!
    40. A few tips: Avoid using shared_ptr or unique_ptr in interfaces because they force the user to wrap their objects in smart pointers to use your interface. Smart pointers in interfaces have a tendency to spread to other parts of your code like a disease. shared_ptr obfuscates object ownership and result in poorly designed systems that don't consider object lifetimes in their design. shared_ptr also has some overhead for copying (e.g. when you pass it by value in your function). Use shared_ptr only when the object is actually shared between multiple systems and has unknown lifetime. This should be a small minority of the objects in your program. If not, you need a redesign. Use unique_ptr for internal allocations (but not in interfaces). Everywhere else, use references (if arguments cannot be null), or raw pointers (if arguments can be null). Prefer passing shared_ptr by const reference rather than by value. Every time you copy shared_ptr it flushes the memory pipeline due to its atomic reference count, which takes about 100 cycles.
    41. Tara Louise

      MMORPG Brilliant Game Idea.

      I had that same question come to me a few minutes ago. Either I make it a town with some restrictions or I call it somehow a Vacation Land type game. Every night a new activity. Karaoke, gambling, drinking, fishing. etc. Again... quests. Then somehow try to fit action into it since that's what people really enjoy. This is all very raw. Maybe have an option in the game for other players to create different towns/themes and have other live players explore in them.
    42. Septopus

      MMORPG Brilliant Game Idea.

      I think the soul of the game you are describing exists a little bit in the hearts and minds of nearly every person who's imagined building the ultimate MMO game. Not to say your idea doesn't have some truly original angles on it, I like your take a lot. Look at Ready Player One, for similar constructs, even star-trek's holodeck,etc.. It's a great game concept to write about, but(I think) nearly impossible to actually write, as yet.. That is, unless you were to narrow the list of activities you could perform in the game down to a manageable and/or extendable list that could be implemented in phases and/or could be implemented by the users themselves. In which case the bulk of the programming effort by the creator of the game would be significantly lower. Sorry to ramble, just some thoughts I had after reading your post. I have an open world MMO project that I'm working on bits and pieces of a little at a time right now, so I think about this stuff a lot.
    43. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
    44. phil67rpg

      c# tic tac toe game

      I have almost done my tic tac toe game, I just need to make it bulletproof. here is my code so far. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ConsoleApplication4 { class Program { static void Main(string[] args) { int count = 1; int player_x=0,player_o=0; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); char[,] board = new char[3, 3]; while (count <= 9) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); int num_one = rnd.Next(1, 10); switch (num) { case 1: board[0, 0] = 'X'; player_x = 1; break; case 2: board[1, 0] = 'X'; player_x = 2; break; case 3: board[2, 0] = 'X'; player_x = 3; break; case 4: board[0, 1] = 'X'; player_x = 4; break; case 5: board[1, 1] = 'X'; player_x = 5; break; case 6: board[2, 1] = 'X'; player_x = 6; break; case 7: board[0, 2] = 'X'; player_x = 7; break; case 8: board[1, 2] = 'X'; player_x = 8; break; case 9: board[2, 2] = 'X'; player_x = 9; break; } switch (num_one) { case 1: board[0, 0] = 'O'; player_o = 1; break; case 2: board[1, 0] = 'O'; player_o = 2; break; case 3: board[2, 0] = 'O'; player_o = 3; break; case 4: board[0, 1] = 'O'; player_o = 4; break; case 5: board[1, 1] = 'O'; player_o = 5; break; case 6: board[2, 1] = 'O'; player_o = 6; break; case 7: board[0, 2] = 'O'; player_o = 7; break; case 8: board[1, 2] = 'O'; player_o = 8; break; case 9: board[2, 2] = 'O'; player_o = 9; break; } if (player_x == 1 && player_o == 1) { board[0, 0] = 'X'; } if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } if (player_x == 9 && player_o == 9) { board[2, 2] = 'X'; } Console.WriteLine(" {0} | {1} | {2} ", board[0, 0], board[1, 0], board[2, 0]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 1], board[1, 1], board[2, 1]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 2], board[1, 2], board[2, 2]); if (board[0, 0] == 'X' && board[1, 0] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[1, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 1] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } count++; } } } }
    45. This idea came to me in a dream. It's a choose your own adventure game. 2D and VR optional. Basically, you are set up in a big town with other live players. You are free to do what you'd prefer. For example, in the game you could stay at home and do any mundane activity that you choose. Or, explore and find quests. These quests are no dragons and knights. This setting is taken place in a regular town in a modern day time frame. You could find a quest from a programmed avatar who would need help trying to capture a criminal, etc. You could be like Grand Theft Auto and be the one people try to capture. You could get a job. You could meet people (being a live game) and go to a restaurant, smoke, drink, play darts/pool, get a hotel room with someone etc. The game is what you want to make of it. Either it's a simple story line (for someone like me) who likes to explore different places, do extreme sports and play mini games with other live players. Or. You can make it something completely different and fierce with a whole lot of action. It's your choice. All people would love this game because they are almost designing it as it goes. What will be the adventure today? Or what will the regular day bring? Thoughts? Comments? An e-mail is fine, too. Taraloumccarthy@gmail.com. So far this is an idea. And the post is would you play it? Are there interests in coming up with a game plan on this.
    46. Yesterday
    47. This was a question to Promit about where that chat he mentioned was. Turns out if was a Unity Pro specific channel that isn't public. I'm done chatting about it now and forever really. My opinion of Unity is set (to zero). Apology in one place and passive aggressive "not everyone can be as open as mature as we are" on the other. It turned out they knew what Improbable were doing since they were at Unite 2016 talking about "running thousands of Unity instances int he cloud". Here are things they could have avoided doing: changing the ToS like that; claiming they blocked Improbable's license keys to "protect the integrity and value of our technology and Unity developers" (actual blog post quote); claiming there always was ToS violation even when backpedaling hard and restoring the keys; saying "we won't say the details of their violation out of respect for all sides" while calling Improbable immature withing the same hour. I'm not sure why you are so contrarian. I'm done with this topic and won't reply anymore. All the arguments are on the table. If you think Unity acted well - I think you're wrong but what can I do? If you just like the engine, work for a company using it, work for Unity company itself, use it for your projects - that's fine, the criticism is of CTO, CEO and the corporation. No sane person would blame a random user or employee for something bad Unity did as a corporation. Now I'm unfollowing all Unity related threads since this is all over. Goodbye.
    48. Ah! Seems to be ok, just had to start processing the event loop!
    49. ChuckNovice

      Weird depth buffer values

      It still shouldn't be causing this problem. Please post your near/far values as requested by vinterberg. A too small near value will screw up your depth precision. Better to fix the problem at the source than patching it.
    50. h8CplusplusGuru

      std::shared_ptr to this pointer question

      class Object{ public: std::shared_ptr<Object> mSelf; void create( std::shared_ptr<Object> self){ mSelf = self; } void destroy(){ mSelf.reset(); } void magic(){ somefunction( mSelf ); } }; std::shared_ptr<Object> object = std::make_shared<Object>(); object.create(object); object.magic();
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