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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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Motoky

Lazy Foo's Tutorial 17 (Collision Detection)

2 posts in this topic

Hey, I am currently working through Lazy Foo's tutorials. I have been doing pretty well with the previous tutorials. Obviously running into walls, but managed to get passed them due to silly little errors or mistakes I couldn't see which were to blatant when I finally did find the problem...

 

Anyway, the problem I am having is with the Timer class. I've got it working in previous projects, but it's just cooperating in this one project.

 

The function I am talking about is it returns the time in milliseconds, but it is all based on whether the timer is running and if it's paused or not.

 

 

I have uploaded my project. It's probably not perfect, but I am just trying to get it up and running before I make modifications, add more comments and such. I can't seem to copy and paste code properly, it just comes out as a jumbled mess with huge gaps between nearly every word and it would take me ages to sort it out, so it just quicker to upload my project and you can have a look through it all.

 

Like I said, it's just the Timer class giving me trouble. It just stops at the getTicks() function when I debug. It stops at the first line in that function which is:

 

if(started == true)

 

 

Now this exact class works in other projects.

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You have not initialized the fps pointer in SDLManager. I don't really see the why fps should be a pointer in the first place.
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I had a look through my code before looking at your reply and I noticed I hadn't even started the timer. I also initialized a Timer object in my Main source file along with the SDLManager header file. I was trying to start the timer with a different Timer object, but retrieve the FPS on another Timer object...

 

I decided to initialize my timer in my Main source file, get rid of it in the SDLManager. The program is up and running now, but still having a little trouble with the movement of the square, but I will sort that out myself. I've had this problem before and I managed to get it fixed before.

 

 

Thanks a lot though.

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