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About this blog

Current game project: DeathMatch

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eh?

Edit:
Never mind fix the problem.

On a side note, I am working on the engine for the game. It is still in development but I hope I can get it up and running soon for all of yall.

LostSnow25

LostSnow25

 

so sad...

Have no been able to update since my computer has completly died on me. Even after reformating it, it either freezes during windows install, or gives me a blue screen error about some Pager error on non pager object or something.

I'v already starting work on a new computer that should be faster and hopefuly work for more than 4 months....

Hopefuly after I will be back and active in a month. The compute im on is old but still good enough for me to do some work on so soon ill update to Stage 2, and be posting some screenies of my prototype.

Till next time!

LostSnow25

LostSnow25

 

Stage 1: Update 1

So this is my first update on the road to a 2d multi-player shooter. Thx to some help on the forum I will be using RakNet for the networking side of the game. I have not looked at it yet or the docs so I hope getting it working does not kill me in the process.

Network ToDO List:
Create Game:
-Name Entry
-Number of players
-Map
Connect:
-Enter IP Address
-Port Number

Update*Decided to make it in DirectX 9*
The style I choice is a side shooter so that will make thinks easyer for me on the art side.

Game ToDo List:
Players:
-Player Sprite's
Weapons:
-Weapon Spec. Sheets
-Weapon Sprite's
Map:
-Simple Map Maker
-Tile Sheets
Networking:
-Sync.

The list might still increase as I go along. I am wondering if or not to add the map maker into the program. Since ill just be making 3 or so maps for the release no nee for a map maker, but if I do then others can make their own maps then. Looks like its off to bed for me hope to be going to stage 2 in a few weeks or less.

LostSnow25

LostSnow25

 

First part in making a game

Well, after playing around with different things and some games, it would seem that I need to get back to work. Being, I am now going to start taking the organized rought than just coding while I go along. I will start working on some documents and drawings that will make up the game. Like story and the different levels and stuff like that. My goal is a 3D game but making a fun 2D game wouldn't hurt that much.

My goal for it is to be a 2D, multiplayer shooter where you go around a map trying to kill your opponent. Would it be more fun to have the camera pointing down at the map or would it be more fun on the side like in old Metrod games, giving the game a platform type style. I have a general idea to what I want, still not eneough to make the game but enough to know where to go.

Timeline:
Stage 1: Research and Design (Time: ~2 months)
Stage 2: Develement prototype (Time: 2-5 months)
Stage 3: Pre-Beta status (Time: 1-2 months)
Stage 4: Beta/Beta-Release (Time: ~1 month)
Stage 5: Finish up (Time: ~1 month)
Stage 6: Release final project

Maybe I gave myself too much time in the timeline but at my level of knowledge i'll need every bit. The graphics will be the hardes since I cant draw for noodle. If I design it right then I would not need to worry about the gfx's. I'll just make it so they can be swaped out later with better ones. Wish me luck on actual FINISHING this project. I'm getting in the habit of moving to a new project right when im in the middle of another -.-


LostSnow25

LostSnow25

 

-sign-

Work has been getting me down. Because there is no school they have put me down for more hours(which is good but it makes it hard to code up anything when I have to go to work almost right when I get up and when Im back, Im too tired too do anything! I recently bought a book called -Game Programming ALL IN ONE Third Edition- It has some info that will help me in the 2D front and maybe in methods of creating games in general. It uses allegro which I cant get to work for anything in VC++ since it gives me errors from all of Allegros headers that this is not defined and crazy stuff like that. So Im using SDL with it instead since I have 2 months of knowledge in it already.

The project Im working on at the moment is using SDL to create a pixel generator. When ran it uses rand() to generate pixels of different color randomly on the screen. Im creating my own class for making pixels and ill see how it will go from there.

I have not forgotten about the OpenGL game I was going to make, but rather.. got side tracked. I would like to use knowledge I gain in making a simple 2D game to making a 3D one. Who to thought homeworld was made in openGL.. so I have encouragement that will help me throughout this.

LostSnow25

LostSnow25

 

update

I happened to get my hands on Thinking in c++ 2nd Edition and Thinking in c++ Volume 2. Just skimming through, I learned a bit more on pointers, vectors, and even templates. I will have to take time to read it thoroughly, and revise my code as I go along. I have been thinking of creating my own menu class and other classes for this that glut just cant do.

I am thinking of making the menu class abstract using the command 'virtual'.


//Abstract test//
class MenuControl {
public:
virtual void createMenu(string, string, int) const = 0;
virtual void createMenu(string, int) const = 0;
virtual void addEntry(string, int) const = 0;
};



Im just messing around with different styles of code from the book. To test some out, i'll probably make a 2d little game engine that simply allows you to read in sprites and place them on the screen. It will allow me to experiment on making menus and toolbars and give me time to look over the book some more.


Cya

-Beginner in OpenGL and most of C++ as well, Richard-

LostSnow25

LostSnow25

 

82% done

Ok so the menus did not come out the way I like but I have menus now. To get the kind I want I will have to write my own in glut but for now if you use the mouse right button a menu pops up with options and such.

code for the menus:

//Glut Menu//
submenu = glutCreateMenu(menu);
glutAddMenuEntry("New", 2);
glutAddMenuEntry("Load", 3);
glutAddMenuEntry("Exit", 4);
submenu2 = glutCreateMenu(menu);
glutAddMenuEntry("Load", 5);
menuip = glutCreateMenu(menu);
glutAddSubMenu("File",submenu);
glutAddSubMenu("Obj", submenu2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
//Glut Menu//




*update*

ok I now have a some what working loader. I still need to add a box where you can enter the name of the file but other than that it uploads it to the screen.So far the image is only 2d on the screen but so ill need to fix that too. I wanted to load a cube from blender but for some reason the image drawn was not a cube. Did it get the obj data of the camera in blender or my draw method or my loader method needs some work...



Source of the loader:

//objLoader//
void loadObj(char* filename) {

char line[100];
FILE *fp;
errno_t err;
err = fopen_s(&fp,filename,"r");
cout "opened: "
if(fp != NULL) {

while(fgets(line,99,fp)) {
if(line[0] == 'v') {
sscanf(line, "%*c %f %f %f", &v[vertexCount].x, &v[vertexCount].y, &v[vertexCount].z);
vertexCount++;
}else{
sscanf(line, "%*c %d %d %d", &t[triangleCount].v1, &t[triangleCount].v2, &t[triangleCount].v3);
triangleCount++;
}
}
}
fclose(fp);
loadedFile = true;
}
//objLoader//

//objLoader Draw//
if(loadedFile = true) {
glBegin(GL_TRIANGLES);

for(int i = 0; i glVertex3f(v[t.v1-1].x * 0.25, v[t.v1-1].y * 0.25, v[t.v1-1].z * 0.25);
glVertex3f(v[t.v2-1].x * 0.25, v[t.v2-1].y * 0.25, v[t.v2-1].z * 0.25);
glVertex3f(v[t.v3-1].x * 0.25, v[t.v3-1].y * 0.25, v[t.v3-1].z * 0.25);
}
glEnd();
glFlush();
}
//objLoader Draw//



LostSnow25

LostSnow25

 

Update on my Map Tool

Since I have never made or done menus before it is hard to find a place to start. With much research on the web and forums I have found that glut, too has menu controls and will be researching on how to use them. My MapTool version 0.1 is now 15% done.
My goal for 0.1 was as follows:
1. Window with basic menus 25% of 0.1
2. Must be able to load object files from Blender 75% of 0.1

So far I have the window down, but it is turning out quite difficult adding a menu to it. For some reason I keep on getting access violations. When I am able to get that all straitened out ill start work on the loader. I for one don't know what is in obj files or how to read the data from it and then display it on the screen. So that will probably take the longest to complete. I could always just use a loader someone else has made but what's the fun in that?


On a later note I have reformatted my hard drive earlier today. >.

Source so far for mapTool:

//Headers//
#include
#include
#include
#include
//Headers//

//openGL related headers
#include
#include
#include
//openGL related headers//

//NameSpaces//
using namespace std;
//NameSpaces//

//Video//
void video() {

//GL stuff//
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//GL stuff//

glutSwapBuffers();
}
//Video//

//Mouse//
void mouse(int button, int state, int x, int y) {

}
//Mouse//

//Menu//
void menu(int state, int x, int y) {

}
//Menu//

int main(int argc,string args[]) {

//Glut init//
glutInit(&argc,(char**)args);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(800,600);
//Glut init//

//Glut Window//
glutCreateWindow("This is a test");
//Glut Window//

//Glut Functions//
glutDisplayFunc(video);
glutMouseFunc(mouse);
glutMenuStatusFunc(menu);
//Glut Functions//

glutMainLoop();
return 0;
}



Very basic, since I only have the window part down. Do to complications when having the methods and functions all in different headers, I decided to write the loader in one long c++ file. After version 0.1 is done ill spend time organizing it and fixing the multi header problem i mentioned before starting on 0.2.

cya all later ^.^

LostSnow25

LostSnow25

 

So it Begins....

Looks like i'll be busy for a few days reading OpenGL "Red Book" and "orange Book" this holiday break. -sign- Just jumping into the red book's first few chapters seems to have to much info for me to handle. So in the mean time ill go to NeHe's site too learn about making Windows and get some basics down.

I reconsidered my first idea's about just making the game from the ground up and instead will be making tools that will make the job easyer.

First will be a MapTool.
Second will be the actual GameEngine.
Third will be the game.

So I hope to have some code snip's by the end of the year.

LostSnow25

LostSnow25

 

First Entry YAYSSS

Looks like I have a space now!!!!!

SO....

First item I would like to get out is that I am at this moment making a game in OpenGL. I have worked in SDL for lets say 2 Months with no worthwhiled resolds so I thought it might be good to try openGL.

The game is mainly for a friend of mine who has given me 1 year too see if I can come up with a game and develop it at least to a playable stage by this time next year.

I have no knowlege of OpenGl or how to use it so it will be fun to post entrys of my experience in it. :)

So when I get my check on Wendsday ill be stocking up on OpenGl books and goign to work on this.

Game Name: Joes Adventure (I know it sucks...)
Game Type: Adventure(Duh!?)/ Shooter
Game style: Graphics will be cartoonish, as in bright with cartoon like explosions and stuff. Game will also be 3D and be platform based.

Programming:C++, OpenGL
Graphics: 3D Models made in Blender
Sound: Free audio pieces from the web, any other source I can get them from.

SO far that should cover it. I know it would be easyer for futer games I might make to develop a game engine but being this needs to be done in a year and I dont yet know how deep I want to develop it or how long I will spend in each section of the Game. I'll just develop the game withsome sort of engine build right into it.

So there you go. A very long and probaly boring first entry for my jornal. I hope to get back to everyone once I do some hard core reading into OpenGL.

Cya all laterz!!!

LostSnow25

LostSnow25

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