• 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.
Sign in to follow this  
Followers 0
Zerocyde

I have an easy question that's hard to ask Google

2 posts in this topic

I'll make this simple. Here's what I'm trying to do and how I'm currently doing it. My question is, are there any methods I'm not aware of for doing it better?


Basically I'm working 100% in 2d (directx 9) using textures and sprites. Very simple. I want to draw a square sprite that can be of variable height and width. It's a top-down view of a "room" with "walls" on all 4 sides. Of course you can't just draw that in a bitmap and scale it because the "wall" bordering would be stretched.

So I have 8 bitmaps. The floor, the 4 walls, and the 4 corners. I make 8 sprites, draw the floor scaled to whatever size, then draw the walls and corners in the proper bordering positions. The "walls" are 1 pixel wide so they can be scaled properly. (see attached images)

Is there a better way to do this? Perhaps a way to attach multiple textures to one sprite?

Thanks for any help!
0

Share this post


Link to post
Share on other sites
you could make Your sprite class have child sprites. And the child sprites draw relative to their parent sprite.

so for your problem

[code]

Sprite
{
Sprite *parent;
Sprite childSprites[];

void Render();
};

void Render()
{
// if you have a parent
// Draw relative to the parent (parent pos + this pos)

// else draw like normal
}

[/code] Edited by Muzzy A
0

Share this post


Link to post
Share on other sites
On my engine, using XNA, I use an image of the entire square, with corners and walls.

I made a function to which I can just pass the size of the rectangle I want to draw to a function, and the function will draw the sections of the image, according to the rectangle size.
This is similar to the spritesheet technique or the tileset technique, in which a single image contains several textures, and you draw a section of the image at a time.

Don't know if youre using XNA, but I believe that in whatever you're using, you can select which section of the texture you're going to draw.

Some C#ish pseudocode

[CODE]
void DrawRectangle(Rectangle area, int borderSize)
{
// Rect constructor = Rectangle(x, y, width, height)
// borders
// top left

draw(
texture,
new Rectangle(area.X, area.Y, borderSize, borderSize, // where is this going to be drawn
new Rectangle(0, 0, borderSize, borderSize)); // section of the image to be drawn
// bottom left
batch.Draw(
texture,
new Rectangle(area.X, (area.Y + area.Height - borderSize), borderSize, borderSize),
new Rectangle(0, texture.Height - BorderPadding.Y), (int)BorderPadding.X, (int)BorderPadding.Y));
// top right
batch.Draw(
texture,
new Rectangle(area.X + area.Width - borderSize, area.Y, borderSize, borderSize),
new Rectangle((texture.Width - borderSize), 0, borderSize, borderSize));
// bottom right
batch.Draw(
texture,
new Rectangle(area.X + area.Width - borderSize, area.Y + area.Height - borderSize, borderSize, borderSize),
new Rectangle(texture.Width - borderSize, texture.Height - borderSize, borderSize, borderSize));
}
[/CODE] Edited by Arthur Souza
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0