• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

140 Neutral

About tmack8968

  • Rank
  1. Hello,   I am using C#, first off. I have everything setup (very basic) for the Mouse inside of SlimDX (DirectInput).   I'm working a level editor for my basic 2D engine (this is just for fun, fyi), however, I ran into a problem (I might be approaching this incorrectly). I have a panel that I am rendering to. I need to get the mouse X/Y inside of the panel (or just the renderarea). What is the best way to approach this?   Are there any examples of using DirectInput in C#, that would help me out? I feel like I am totally doing this backwards    Thanks! 
  2. Perhaps I should just use irrklang?
  3. This is how I did mine. It's in SlimDX, but I used a picturebox to auto-size the tileset. Then I used GDI for the selector that gave me the position, when you mouse-over on the panel (slimDX) I use DX to draw the tile at the cursor position. When you click, it determines the X/Y position and the size of the object and puts it down. Good luck. [attachment=7211:Untitled.png]
  4. Hello, I'm using SlimDX with C# - and I am having trouble with audio. Right now I am using Irrklang for my audio, but I want to switch it over to lessen the need for more dependencies. My issue is the SlimDX doesn't include many "examples", in fact, it's just one basic example that shows you how to load a WAV. I'd like to the ability to load OGG, WMA, or MIDI. Preferably, I want to load OGG. What do I need to do? From setting up - to playing the sound. I can't find any good resource sonline. Also - should "sounds" (effects: rain, walking, etc) be preloaded into memory and music be streamed from the harddisk? And finally - if there is a C# Alternative that I can implement right into my code, that would be great. Something similar to Irrklang, but written in pure C# and doesn't depend on anything else, please let me know! Thanks!
  5. Someone has to be able to assist me..
  6. I'm using SlimDX to render 2D in C#. I am having issues getting Direct2D setup. I can't find any examples. The SlimDX examples aren't clear (just one I could find, [url="http://code.google.com/p/slimdx/source/browse/trunk/samples/Direct2D/SimpleTriangle2D/SimpleTriangle2D.cs"]http://code.google.com/p/slimdx/source/browse/trunk/samples/Direct2D/SimpleTriangle2D/SimpleTriangle2D.cs[/url]) What is the proper way to render 2D with Direct2D? For now I am going to use sprites in DX9, but I would like to run a D2D system to see if it is faster. *Any* examples are great. I've tried copying C++ examples with no luck. Thanks!
  7. I noticed improper formatting on some websites, ex: http://www.gamedev.net/page/resources/_/technical/directx-and-xna/2d-in-direct3d-using-textured-quads-r1972 Makes the website unreadable
  8. I see.. [quote name='Adam_42' timestamp='1326504853' post='4902529'] What I'm looking at in the background texture is that where there's a horizontal row of pixels missing from the text, there's also one missing from the repeating background texture, which you can see if you look closely. What that suggests to me is that your back buffer is not the same size as your window client area. You can easily verify if I'm correct by running it in full screen mode instead of windowed. [/quote] Got it. For anyone else: PresentParams.BackBufferHeight = [b]form.ClientRectangle.Height;[/b] PresentParams.BackBufferWidth = [b]form.ClientRectangle.Width;[/b] Don't use: PresentParams.BackBufferHeight = [b]form.Height;[/b] PresentParams.BackBufferWidth = [b]form.Width;[/b] Silly mistake.. thanks ! [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  9. [quote name='Adam_42' timestamp='1326463671' post='4902341'] Are you running in windowed mode? If so did you use AdjustWindowRectEx() or the C# equivalent so that the back buffer is the same size as the client area? Note that the artefacts aren't just affecting the text, they can be seen on the background pattern too, so the problem is not specific to the text. [/quote] I'm not, I'll research this topic and see if I cansolve it. The background texture is like that - is not artifacts. What is the fastest way for 2d graphics other than sprites?
  10. I find it hard to believe no one has a solution? Here's another screenshot.
  11. I've been having a weird issue with SlimDX lately. The text is not rendering properly, it looks cut off. I'm using DirectX 9. See screenshot for information. I've messed with all the settings, and simply cannot figure out what's wrong! As you can see in my screenshot, the text isn't rendering right. It looks cut off, or a random letter is missing. [attachment=6672:Untitled.png] Here is my code: [CODE] Font fnt = new SlimDX.Direct3D9.Font(o.device, 16, 0, FontWeight.Black, 0, false, CharacterSet.Default, Precision.TrueTypeOnly, FontQuality.ClearTypeNatural, PitchAndFamily.DontCare, "Arial"); (The Game Loop) TextSprite.Begin(); fnt.DrawString(TextSprite, "Test", 0, 0, System.Drawing.Color.White); TextSprite.End(); (End GameLoop) [/CODE] Any ideas as to why this is happening or what I am doing wrong? Note that I am using a Dictionary to store multiple strings, I slightly edited the code - otherwise it'd be really long to post..