• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    19
  • comments
    46
  • views
    39417

Simple 2D game... Simple collision? Probably not? =-=

Sign in to follow this  
Followers 0
DejaimeNeto

1423 views

Thinking on my next step on my game that's start coding the whole stuff, [s]so I can realize I'm not gonna make it and give up already[/s], and I have to choose an engine...
HGE's great for it's simplicity, how they say, make games, not engines! But Allegro seems more powerful and is a lot more realiable, not to mention it's cross-platform, [s]as if anyone cares for cross-platforming[/s]. But yesterday I discovered pmask, a really good collision utility for allegro and SDL! It's detection is perfect and it's unbelievably fast for that kind of precision...

For those interested: PMASK
There're two exe demo showing it's incredibly good performance and detection precision! Give them a try!
Did I say it is "pixel perfect"? D:

@Edit: It turns out that PMASK is only Allegro4... what a disappointment! Anyway, the author's released his work (thanks for it if you're reading this haha) on public domain, anyone can port it!
I guess I'll have to read his code and see how he's done the computing. Maybe I can make a ported version for allegro 5 or maybe I'm laughably wrong thinking it's incompatible...

@Edit2: nightcracker has posted the following files on the comments:
https://raw.github.com/gist/1460947/e94f96497ee759e64828a3e0b3ea7defb170a7b8/bitmask.c
https://raw.github.com/gist/1460953/199aed3e3d6acf9353e25c1eb582c53eaa8777ea/bitmask.h
Thanks again!

1
Sign in to follow this  
Followers 0


7 Comments


I would strongly recommend Allegro!!! I've been using this for along time, and it's come along way in Allegro 5! Engines are never bad to use, mind you it saves time! But people don't realize after you've completed a few games just by using an API, you've already made a lot of reusable code! One trick is to program your games as normal, but with a generic way of handling how the code works, simply so you can re-use it with ease.

I suggest you just pick one thing, and stick with it until you've made at least one complete game with it. You will either love, or hate the experience.

I look forward to your progress! :)
1

Share this comment


Link to comment
Thanks for the cheer! I am going to use allegro 5. HGE's simplicity is nice, but I can't deal with lack of proper documentation, as well as being windows only... Still, if I can't make pmask work for me, I'll have to code the perfect collision myself! Well, better put my brain in the oven and fingers to work!

Thanks for the comment!
0

Share this comment


Link to comment
Hi dejaime,

I'm not familiar with Allegro, but, I tout SFML a lot. Have you looked atSFML as well? If so, why did you choose Allegro instead of SFML? I'm curious if I should look into Allegro now.

Thanks.
0

Share this comment


Link to comment
I actually considered SDL, Allegro, OpenGL and DirectX! (HGE was just mentioned since this journal aims to begginners and high level libraries are good for who want to dive in and learn!)

I like allegro due to lots of reasons, I'll list [i]some [/i]here:
0 - Nice and really helpful community
1 - Portability/Flexibility.
Allegro runs pretty well on Win/Mac/Nix and iPhone... There's even an Andoird port mantained by the community!
2 - Extremely easy to learn/use. <-- this is really important!
3 - Inpeccable documentation!

4 - the technical side:
4.1 - Modular
4.2 - Threading
4.3 - Hardware Accelerated
4.4 - Good Timers implementation
4.5 - Great Events System for Keyboard input, timers and display (such as resize or minimized the window, etc)
and probably 100 more I can't remember right now! haha

I really like allegro, it's good to use and easy to set up!
Not to mention it's also free.

I only got to know SMFL after I was actually using allegro for about 4 months, I didn't really give it a chance (yet)...

I think it's also good to say that the next allegro version[size="1"] (5.1, the unstable is already downloadable) [/size]will have shaders!
0

Share this comment


Link to comment
You might want to publish this:

[url="https://raw.github.com/gist/1460947/e94f96497ee759e64828a3e0b3ea7defb170a7b8/bitmask.c"]https://raw.github.c...0a7b8/bitmask.c[/url]
[url="https://raw.github.com/gist/1460953/199aed3e3d6acf9353e25c1eb582c53eaa8777ea/bitmask.h"]https://raw.github.c...777ea/bitmask.h[/url]

I ripped it out of pygame, it has very good performance. LGPL.
1

Share this comment


Link to comment
I'll add that to the post! Thanks for it!

I am actually half-way on my own collision engine that'll put together spacial hashing, bounding boxes and precise pixel perfect collision, all coded under allegro's bitmaps. It's working nicely as of now, but the grid is hardcoded, I am still to create a way of cofiguring the grid...
0

Share this comment


Link to comment
By some weird reason, my anti-virus detected the HGE compressed file as a trojan while didn't detect anything in the uncompressed folder.
AVs and their problems with compressed files...
0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now