• 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.


This topic is now archived and is closed to further replies.


Game Input Timing

1 post in this topic

Ok i have recently run into a bit of a problem ive tried a few things to fix the problem,and they didnt work well. So here i am.

Ok i am using directinput for checking keys in my logic loop. Basicly

Keyboard->GetDeviceState( sizeof(diks), &diks );

int KEY(int key){
return diks[key] & 0x80;}

if (KEY(DIK_ESCAPE)) PostMessage(hwnd, WM_DESTROY,0,0);

Ok this works great so far. Now i come to my problem

if (KEY(DIK_UP) && KEY(DIK_LEFT))player1.y-=1, player1.x-=1, player1.dir = DIR_NORTH_WEST;

Ill tell you a bit more bout what im trying to do so that the above might make a little bit more sence. Im using 8-way graphics and i have bitmaps for each direction. The problem is i can never get the diagonal to work. I mean they work if i hold them down but i can't ever get the direction to stay as a diagonal. I guess it sees that one of the direction keys was down for a millisecond longer than the other so it goes up or left ect. So what i need i think is some type of a delay. Sleep(1) works perfectly but kills my framerate very badly.

Any Thoughts on how to get this working?


Share this post

Link to post
Share on other sites
you should never use sleep() in a game.
just use timeGetTime() and set a delay on the input if they just hit a diagonal, or something similar to this.

Share this post

Link to post
Share on other sites