• 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
CSK

Stuck at starting itself!

4 posts in this topic

Hello everyone,

I wanted to build a basic game (like Mario) and I've learnt C++ and openGL. What I did with openGL was to display objects, transform(rotate, translate) and key board operations. But I am stuck on how to move forward. As I read along I see SFML being used for 2D games. Do I stop learning openGL and switch to SFML? If not needed, could anyone kindly point me in the direction I have to head in building the game.

Thank you.

0

Share this post


Link to post
Share on other sites

But I am stuck on how to move forward.

What part are you having trouble with specifically? What is the most complex game or program you've made to date?

Mario might seem simple by today's standards, but it is a complex enough game. If you've not written a full game before, I'd recommend starting with something simpler like Pong. It doesn't take too long to write, and introduces concepts such as the game loop, handling input and collision detection.
2

Share this post


Link to post
Share on other sites

@rip-off

 


If you've not written a full game before, I'd recommend starting with something simpler like Pong.

A while ago I wrote pong in python.

 


What part are you having trouble with specifically?

As a start I would like my character move forward. My questions are

1. I don't understand how to create a background

2. move an object continuously when a button is pressed (similar to Mario walking forward) without going out of scope in the world co-ordinates.

Thank you for your time.

Edited by CSK
0

Share this post


Link to post
Share on other sites

1. I don't understand how to create a background


If you are using OpenGL, just draw a pair of quads covering the whole screen in an orthographic projection. Slide the quads' around and change their textures at the appropriate times to give a sensation of movement.

2. move an object continuously when a button is pressed (similar to Mario walking forward) without going out of scope in the world co-ordinates.


Mario games didn't have this problem as the levels had a finite length. You couldn't exceed any coordinate representation because levels were not long enough to do so. There's a billion questions on this site or gamedev.stackexchange.com about how to handle the coordinates of infinite (or at least very large) worlds to look up if you want to go that route.
2

Share this post


Link to post
Share on other sites

1. I don't understand how to create a background

The simplest static background is to load a large image or texture, and always render it in screen co-ordinates from (0, 0) to (screen_width, screen_height) first. You can add parallax by moving this slower than the "camera". For instance, for every two pixels the player moves, the background could scroll by one pixel.

2. move an object continuously when a button is pressed (similar to Mario walking forward) without going out of scope in the world co-ordinates.

If the "scope" of the world co-ordinates is -N to M, you just need to check if mario.x (plus or minus the character's sprite size) would be less than -N or greater than M. If so, stop moving the character and set its position to -N or M respectively. Typically, N could be 0 and M could be the length of the map, but it depends on the game - in some games, the spawn point might be (0, 0), in others that might represent the middle of the map, in others it might represent one corner of the map. The principle is the same regardless.

Alternatively, once you have collision detection working, simply ensure that the level geometry at the edges prevents the player character from leaving the playable area.
2

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