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    • By RidiculousName
      I've made a very simple map generator as a demo for combat encounters in my game. I plan to have the trees and rocks be cover, while the player's bandits ambush a caravan on the road in the middle. Please, let me know what you think. Criticism is welcome.
      """ Generates a basic map for combat """ __Author__ = "RidiculousName" __date__ = "3/21/18" import pygame as pg import copy import random def createMap(width, height, trees, rocks, roadWidth): """ creates a combat map :param width: int; 20-60 width of map in squares :param height: int; 20-60 height of map in squares :param trees: int; 0 to (width*height)//5 # of trees in map :param rocks: int; 0 to (width*height)//5 # of rocks in map :param roadWidth: int; 0-10 width of road in map (if value=0, will not have a road) :return: tuple matrix of map """ # variable declarations mapMatrix = [] rowList = [0] * width treeLocations = [] rockLocations = [] colIndex = random.randint(0, height) rowIndex = random.randint(0, width) #error checking if trees > (width * height) // 3: print("ERROR: TOO MANY TREES") return 0 elif rocks > (width * height) // 3: print("ERROR: TOO MANY ROCKS") return 0 # create a blank map full of grass for i in range(height): row = copy.copy(rowList) mapMatrix.append(row) # add trees for i in range(trees): while (rowIndex, colIndex) in treeLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 1 treeLocations.append((rowIndex, colIndex)) # add rocks for i in range(rocks): while (rowIndex, colIndex) in treeLocations \ or (rowIndex, colIndex) in rockLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 2 rockLocations.append((rowIndex, colIndex)) # add the road if roadWidth > 0: ct = int(roadWidth // 2) road = int(height // 2) while ct > 0: mapMatrix[road + ct] = [3] * width mapMatrix[road - ct] = [3] * width ct -= 1 mapMatrix[road] = [3] * width # convert to tuple for i in range(height): mapMatrix[i] = tuple(mapMatrix[i]) # return return tuple(mapMatrix) def showMap(screen, mapMatrix): """ :param screen: pygame screen object images are blitted to this :param mapMatrix: list matrix contains the map matrix :return: none """ # variable declarations height = pg.display.Info().current_h width = pg.display.Info().current_w x_pos = 0 y_pos = 0 grass = pg.image.load("grass.png").convert() tree = pg.image.load("tree.png").convert() rock = pg.image.load("rock.png").convert() road = pg.image.load("road.png").convert() for i in range(len(mapMatrix)): for j in range(len(mapMatrix[i])): if mapMatrix[i][j] == 0: screen.blit(grass, [x_pos, y_pos]) elif mapMatrix[i][j] == 1: screen.blit(tree, [x_pos, y_pos]) elif mapMatrix[i][j] == 2: screen.blit(rock, [x_pos, y_pos]) elif mapMatrix[i][j] == 3: screen.blit(road, [x_pos, y_pos]) x_pos += 16 y_pos += 16 x_pos = 0 def main(): """ calls functions to allow the game to run """ # variable declarations done = False # initialize pygame pg.init() # make screen object size = (1600, 900) screen = pg.display.set_mode(size) # set window caption pg.display.set_caption("Bandit King") #manages FPS clock = pg.time.Clock() #creates map mapMatrix = createMap(30, 30, 140, 20, 2) while not done: # --- main event loop for event in pg.event.get(): if event.type == pg.QUIT: done = True # --- game logic # --- drawing code showMap(screen, mapMatrix) # --- update screen pg.display.flip() # --- limit to 60 FPS clock.tick(60) #print("height: ", pg.display.Info().current_h, "width: ", pg.display.Info().current_w) pg.quit() if __name__ == "__main__": main()
    • By TVD
      Hello! I've been making 2d Game Art in my spare time as a hobby for a long long while now but I hope to do something with it, hoping my material is good enough. Below I've attached some random mockups I've made to make an impression of my visual style.
      I wish to see if there's any opportunities- if anyone sees potential and perhaps developers/programmers want to work together to make something happen.
      Feel free to leave any feedback or thoughts if you want to work together on anything here, or you can email me at tvd.art.contact@gmail.com

    • By dgi
      Hey all ,
      For a few days I'm trying to solve some problems with my engine's memory management.Basically what is have is a custom heap with pre allocated memory.Every block has a header and so on.I decided to leave it like that(not cache friendly) because my model is that every block will be large and I will have a pool allocators and stack allocators dealing with those blocks internally. So far so good I figure out how to place my per scene resources . There is one thing that I really don't know how to do and thats dealing with containers.What kind of allocation strategy to use here.
      If I use vector for my scene objects(entities , cameras , particle emitters .. ) I will fragment my custom heap if I do it in a standard way , adding and removing objects will cause a lot of reallocations . If I use a linked list this will not fragment the memory but it's not cache friendly.I guess if a reserve large amount of memory for those vectors it will work but then I will waste a lot memory.I was thinking for some sort of mix between a vector and a linked list , where you have block of memory that can contain lets say 40 items and if you go over that number a new one will be created and re location of the data would not be needed.There would be some cache misses but it will reduce the fragmentation.
      How you guys deal with that ? Do you just reserve a lot data ?
    • By EddieK
      Hello everyone, I want present my new game which I've been working on for a quite while now.
      It's a 2D zombie shooter with lots of cool weapons to choose from. Kill zombies, level up, buy new weapons and go through different levels. 
      Google Play Store link: https://play.google.com/store/apps/details?id=com.extrabitgames.killerjack&hl=en

      Any feedback is appreciated  
    • By MountainGoblin
      Hi everyone!

      Let me represent my first game.

      It's mix of arcade and logic (just a little).

      Play Market:

      Spiteful UFOs seized the hedgehog commune. Four hedgehog fighting commandos will not give them any chance to destroy it.
      Be the fifth member of the team. 
      Destroy alien’s bases!
      Save your friends!
      Use the commandos’ features to seize and destroy aliens’ bases. 
      You won’t be able to clean the commune from hateful aliens without rationality, speed and agility. 
      - 40 fascinating levels in different parts of the world;
      - 8 different locations.
      I'll wait for yours feedback. It's very important for upcomming updates!

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Looking for project

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Hello. I'm Programmer who is in search of 2D game project who preferably uses OpenGL and C++. You can see my projects in GitHub. Project genre doesn't matter (except MMO's :D).

Edited by povilaslt2

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