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I've just vinished my virst game! VOV!!!

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I''ve just finished my first major C++/DirectDraw game! This is the coolest! It''s a 2D platform/puzzle game, kind of like Lemmings, called "Bloblings". You control a blob character that sub-divides into smaller blobs, but you have to control them all simultaneously, so it''s really tricky! Please check it out here: www.gamescripting.com/blobmain.html

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I tried the game.

Unfortunately, the graphics were broken.
(I can email you a screenshot if you wish)

There was no text, and all the sprites were made of random-ish noise. Might be something to do with colordepth.

My specs (If you want):
Leadtek GeForce3 Ti200
Windows ME
DirectX 8.0a

You don''t need to release the .pch or other miscellaneous VC files, just the .exe and libs.

Then you could downloadable test version with no sound for only 2MB if you wanted.

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Works fine over here... The gameplay is really cool. I really like it.... good work.

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Very nice! One of the most inovative games I''ve seen in a while. Good mix of fun and frustration.

Keep up the good work! Keep us posted on your future projects.

/*=========================================*/
/* Chem0sh */
/* Lead Software Engineer & Tech Support */
/* http://www.eFaces.biz */
/*=========================================*/

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The "3th dead"? What do you mean?

Also: Some other people have the same blurry noise problem. I''m looking into it, and should have it fixed for version 2.0

Thanks for the info about not needing the pch files. I''m a newbie, so I haven''t picked up that kind of stuff yet.

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Guest Anonymous Poster
Hey good job! Great game... so would this be the caliber of game one could show off to companies in hopes of getting hired? Or does it have to be in 3d?

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with me nothing apeared on the screen...

then i got green flashing background with a white arrow pointer... but nothign else.


then i had to alt-F4 it... and the sound still plays

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You downloaded DirectX, right stickman? Without it, you won''t get very far...

To Anonymous Poster: I have no idea if this is good enough to show off to companies; it''s only my first game. I''m glad to have it in my portfolio, however.

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I think I had almost the same problem as stickman.

Maybe there''s something similar about our setups that your game doesn''t like? (It''s not DX, as mine plays DX stuff fine)

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I think the reason that your graphics are "broken" on many cards is that you are loading textures that don''t have power-of-2 dimensions (32x32, 64x64, 128x128). Unless, of course, you''re using DirectDraw. Unfortunately, I can''t comment on the game, as all I can see is a bunch of coloured noise for the sprites

----------------------------------------------------------
"Go out with me you will." - Young Yoda''s favourite pickup line

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Guest Anonymous Poster
Hey, Bloblings is basic, yet thorough. Made by an amateur, yet it has a professional look and feel to it. It really reminded me of the days when I used to play NES. Cool game, keep up the good work!

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For the green screen + arrow pointer problem:

The flashing green circles and arrow pointer were drawn to the screen using the Windows GDI - as well as the green meter at the bottom of the screen that appears after you press space bar.

The missing graphics were all drawn to the screen using DirectDraw. For some reason the graphics blitted with DirectDraw are all uncooperative. Why? I don''t know....

Perhaps some DirectX guru could help me out. The blitting was programmed with DirectDraw 7.0. Does it have issues with some systems?

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I have had similar problems with DirectDraw 7 in one of my games. Some systems ran it fine, but others did extremely bizarre things. This usually stems from not checking the return values of DirectX functions for errors.

Also, make sure you're using Pitch instead of Width in all your DirectDrawSurface-related calculations: those garbagey sprites may be caused by some video cards with strangely arranged video ram. Always use pitch! Never width!




Things are not what they are.


[edited by - myme15 on May 31, 2002 8:04:11 PM]

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Okay, here is my source code for my function that loads a bitmap from file and copies it to a DirectDraw surface. I was wondering if perhaps setting the .lPitch attribute of each new surface to the correct width, as well as .dwWidth, might help.
(I''ve pointed out what I mean)


  

//NEWBITMAPSURFACE()//

//This function loads a bitmap from file and stores it on an offscreen surface,

//which it returns. It also attaches a color key for you!

LPDIRECTDRAWSURFACE NewBitmapSurface(LPDIRECTDRAW,HINSTANCE,char *);
LPDIRECTDRAWSURFACE NewBitmapSurface(LPDIRECTDRAW lpdd,HINSTANCE hinstance,char * filename)
{
HBITMAP hbm;
BITMAP bm;
HDC hdc;

//Load the bitmap of the passed file name into the bitmap handle

hbm = (HBITMAP)LoadImage(hinstance,filename,IMAGE_BITMAP,0,0,LR_LOADFROMFILE|LR_CREATEDIBSECTION);
if(!hbm) return NULL;

//Copy the bitmap''s infor into the bitmap buffer bm

GetObject(hbm,sizeof(BITMAP),&bm);
if(bm.bmBitsPixel != 8) return NULL;

//Set up the surface - use the height and width of the loaded bitmap

LPDIRECTDRAWSURFACE lpdds;
DDSURFACEDESC ddsd;
ZeroMemory(&ddsd,sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
ddsd.dwHeight = bm.bmHeight;
ddsd.dwWidth = bm.bmWidth;
/////////////////////////////////////////////////////////

//Should I add a line setting ddsd.lPitch = bm.bmWidth?//

/////////////////////////////////////////////////////////


if(lpdd->CreateSurface(&ddsd,&lpdds,NULL)!=DD_OK) return NULL;

//Assign a DC to the surface

lpdds->GetDC(&hdc);
//Create a DC compatible with hdc

HDC hdcbm = CreateCompatibleDC(hdc);
//Select the bitmap object into the DC hdcbm

SelectObject(hdcbm,hbm);
//Blit from the DC holding the bitmap to the surface DC

BitBlt(hdc,0,0,bm.bmWidth,bm.bmHeight,hdcbm,0,0,SRCCOPY);

//Clean-up

lpdds->ReleaseDC(hdc);
DeleteDC(hdc);
DeleteDC(hdcbm);
DeleteObject(hbm);

//Set a color key

DDCOLORKEY ddcolkey;
ZeroMemory(&ddcolkey,sizeof(DDCOLORKEY));
ddcolkey.dwColorSpaceHighValue = 0;
ddcolkey.dwColorSpaceLowValue = 0;
lpdds->SetColorKey(DDCKEY_SRCBLT,&ddcolkey);

//return success

return lpdds;
}

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Guest Anonymous Poster
quote:
Original post by Vash the Stampede
[quote]Original post by Abort_Retry_Fail
The "3th dead"? What do you mean?



when i die for the 3th time




It is "3rd", not "3th". I''m guessing English isn''t your native language, seeing how you are in the Netherlands.

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Wow - that game is a lot of fun. Couple suggestions. Up the normal moving speed a tad. Also, it realy needs some kind of slumpin annimation when you move - snail like or something.

Really cool though. I like the secret bonus areas.


Landsknecht

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