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      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.
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Toshi Brown

"Camera" movement in C++ with Allegro 5

1 post in this topic

Hey guys,


A second question in one morning.. something that has been bugging me.


I have been following the great guide by Mike Geig at fixbyproximity.com, and have made a background for my character to walk on.


However, I want the "background" or map to be much larger than one screen worth, and so have designed a tile background.


The problem is, that the "camera" or viewpoint of the player, doesnt move.


So, the players character can move off screen, ostensibly on to the different areas of the mapped background, but can no longer be seen by the player.


Alternatively, the mapped background is much bigger than what is seen on the screen, but the only way to see it is by including an "offset x and y" which moves the background itself, but then the players character is not connected to the background, it is as if the ground is moving out from underneath him but he stays in the same place.


If I were to leave the background not being able to move, have the character only bound by the maximum background size instead of WIDTH + HEIGHT (of the display), but have the players viewpoint/camera actually move instead around the background, tied to the players character, this would be a solution I would be very happy with.


Is this possible, and if so, how would I make it happen?





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Use two coordinate systems. The first should be used for the background, the player, and all the game logic.

The second coordinate system is for rendering and represents the screen.

Whenever you render something you will need to transform from world coordinates to screen coordinates. This will probably just be a case of adding an offset.

You can use a viewpoint or camera object to handle the transformations. Then moving the camera will change the visible area on the screen.

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