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Mr C

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  1. I was wondering, since UDP is connection-less how do you store new connections? I haven't found a clear example of this. With TCP there is a connection made which you could store in a struct and/or put into a list easily.
  2. Thank you both for your replies, I will add the fixes and see what I end up with. Although TCP might be "easier" for this, my Prof. wants me to use UDP. Sadly I am at his mercy :) Thanks again.
  3. Hi all. I didn't want to make a post about this but google has proven rather unhelpful.   I am in school for Game Programming and I am working on an XNA based tech demo for a class. I am trying to teach myself UDP socket programming with the goal of eventually making multiplayer game. Right now my grasp on socket programming is rudimentary at best though through example I have written a simple chat server/client. I would love to be able to use Lidgren for this but as it is a tech demo I need to write all the code myself, which I am fine with.   The end goal of my project is to have two sprites moving around the screen, one separate clients controlled by a server. Right now, I just want my server to tell me which key I am sending it. As of now, all I get is:   Received a broadcast from 192.168.x.xxx:59145 Message: NONE   On any key press, which at least means it is getting to my server.   KeyboardState keyboardState = new KeyboardState();               if (Keyboard.GetState().GetPressedKeys().Length > 0)             {                 // Default movement is none                 if (!keyboardState.IsKeyDown(Keys.W) || !keyboardState.IsKeyDown(Keys.A) || !keyboardState.IsKeyDown(Keys.S) || !keyboardState.IsKeyDown(Keys.D))                 {                     MoveDir = MoveDirection.NONE;                 }                 if (keyboardState.IsKeyDown(Keys.W))                 {                     MoveDir = MoveDirection.UP;                 }                 if (keyboardState.IsKeyDown(Keys.A))                 {                     MoveDir = MoveDirection.LEFT;                 }                 if (keyboardState.IsKeyDown(Keys.S))                 {                     MoveDir = MoveDirection.DOWN;                 }                 if (keyboardState.IsKeyDown(Keys.D))                 {                     MoveDir = MoveDirection.RIGHT;                 }                   byte[] send_buffer = Encoding.ASCII.GetBytes(MoveDir.ToString());                    try                 {                     sending_socket.SendTo(send_buffer, sending_end_point);                   }                 catch (Exception send_exception)                 {                     exception_thrown = true;                     Console.WriteLine(" Exception {0}", send_exception.Message);                 }                 if (exception_thrown == false)                 {                     Console.WriteLine("Message has been sent to the broadcast address");                 }                 else                 {                     exception_thrown = false;                     Console.WriteLine("The exception indicates the message was not sent.");                 }             }   That is the chunk of relevant code inside my XNA update function. MoveDir is declared at the start of my file as an instance of Movedirection.      // Move direction enumerator     enum MoveDirection     {         UP,         DOWN,         LEFT,         RIGHT,         NONE     } is my enum   I don't think it matters but my server code is: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net; using System.Net.Sockets; using System.Threading;   namespace Server {     public class UDPListener     {         private const int listenPort = 11000;             static int Main(string[] args)         {             bool done = false;               UdpClient listener = new UdpClient(listenPort);             IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, listenPort);             string recieved_userName;             string received_data;             byte[] receive_name_array;             byte[] receive_byte_array;             receive_name_array = listener.Receive(ref groupEP);                           try             {                 while (!done)                 {                                          receive_byte_array = listener.Receive(ref groupEP);                     Console.WriteLine("Received a broadcast from {0}", groupEP.ToString());                     received_data = Encoding.ASCII.GetString(receive_byte_array, 0, receive_byte_array.Length);                     Console.Write("Message: {0}\n", received_data);                 }             }             catch (Exception e)             {                 Console.WriteLine(e.ToString());             }             listener.Close();             return 0;         }       } }   Anyways, like I said I am new to this and trying to figure it all out. My level of experience is a college level data structures course. XNA does not support "true keyboard input" ([url]http://dream-forever.net/Blog/2011/08/29/getting-true-keyboard-input-into-your-xna-games/[/url]) and I know there HAS to be a simpler way to get this done besides what is suggested in that post. I don't need it to be pretty, just to work.    If this is a dumb question, I apologize for wasting peoples time. Thanks for any help.   Edit: I was unsure if I should post this here or in the networking section, since it has XNA specific stuff I chose here, please move if it is out of place.
  4. Turns out my base issue was having may variables for certain things in the wrong place. Now it works, at least as far as back and fourth bouncing (other issues present but I can deal) I had re-written the code with float v_x = 5; float v_y = 0; but had put them before the part dealing with the movement, thus putting them inside of a loop, so they where constantly being made and redefined. I moved them to outside of the loop and things work now. I did learn a lot doing this though, and thanks for pointing me in the right direction as far as the math itself.
  5. Quote:Original post by Litheon I think you are looking for 2D Vector Reflection. :) If only I understood what any of that meant...
  6. Hey, I am currently working on making a pong clone (for learning purposes). I have it to the point where both paddles and the ball are onscreen, both paddles can be controlled, and there are checks in place to make sure nothing goes off screen. However when I added the ball, I ran into problems. I can get it to move at the start fine (as the code below shows), and it stops where its supposed to (well, close enough anyways). The problem is I cannot for the life of me figure out how to get it to change direction. I know its going to be something stupid but I have been working on this for awhile now and I feel I have gotten to the point where I should ask for help. Note: This project is being done with SFML in Code::Blocks, if that information makes any difference. #include <SFML/Graphics.hpp> #include <iostream> int main() { // Create the main rendering window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Pong"); App.SetFramerateLimit(60); // Limits framerate // Next 3 lines display window size in console std::cout << App.GetHeight(); std::cout << "\n"; std::cout << App.GetWidth(); sf::Image bluePaddle; sf::Image redPaddle; sf::Image ball; // next 3 (currently 2) if's load images and displays error message if there is a problem if (!bluePaddle.LoadFromFile("bluePaddle.png")) { std::cout << "Error, bluePaddle.png failed to load"; } if (!redPaddle.LoadFromFile("redPaddle.png")) { std::cout << "Error,redPaddle.png failed to load"; } if (!ball.LoadFromFile("ball.png")) { std::cout << "Error, ball.png failed to load"; } // set blue paddle sprite and values sf::Sprite bluePaddleSprite(bluePaddle); bluePaddleSprite.SetY(200); // set red paddle sprite and values sf::Sprite redPaddleSprite(redPaddle); redPaddleSprite.SetX(784); redPaddleSprite.SetY(200); // set the ball's sprite and values sf::Sprite ballSprite(ball); ballSprite.SetX(250); ballSprite.SetY(250); // Start game loop while (App.IsOpened()) { // Process events sf::Event Event; while (App.GetEvent(Event)) { // Close window : exit if (Event.Type == sf::Event::Closed) App.Close(); // A key has been pressed if (Event.Type == sf::Event::KeyPressed) { // Escape key : exit if (Event.Key.Code == sf::Key::Escape) App.Close(); } } // Clear the screen App.Clear(sf::Color(0, 0, 0)); //next 2 if's for bluePaddles border gaurds (collision detection, makes sure it stays in bounds) if (bluePaddleSprite.GetPosition().y < 0) { bluePaddleSprite.SetY(0.5); } if(bluePaddleSprite.GetPosition().y > App.GetHeight()-bluePaddle.GetHeight()) { bluePaddleSprite.SetY(455); } //nest 2 ifs are for redPaddles vorder gaurds (same as blue) if (redPaddleSprite.GetPosition().y < 0) { redPaddleSprite.SetY(0.5); } if(redPaddleSprite.GetPosition().y > App.GetHeight()-redPaddle.GetHeight()) { redPaddleSprite.SetY(455); } //-> start of code dealing with ball. This bit will deal with ball movement/collision/etc ballSprite.Move(150 * App.GetFrameTime() * -1, 0); if (ballSprite.GetPosition().y < 0) { ballSprite.SetY(0.5); } if(ballSprite.GetPosition().y > App.GetHeight()-ball.GetHeight()) { ballSprite.SetY(582); } if(ballSprite.GetPosition().x < bluePaddleSprite.GetPosition().x + 16) { ballSprite.Move(150 * App.GetFrameTime() * 1, 0); } //<- end of all the work with ball //this chunk provides the code for player control (movement) if (App.GetInput().IsKeyDown(sf::Key::W)) { bluePaddleSprite.Move(0, 150 * App.GetFrameTime() * -1); } else if (App.GetInput().IsKeyDown(sf::Key::S)) { bluePaddleSprite.Move(0, 150 * App.GetFrameTime() * 1); } //this bit is a tester for red before I put in AI, to make sure movement works. (tested working) if (App.GetInput().IsKeyDown(sf::Key::Up)) { redPaddleSprite.Move(0, 150 * App.GetFrameTime() * -1); } else if (App.GetInput().IsKeyDown(sf::Key::Down)) { redPaddleSprite.Move(0, 150 * App.GetFrameTime() * 1); } //Draws the blue Paddle App.Draw(bluePaddleSprite); //Draws the red paddle App.Draw(redPaddleSprite); //Draws the ball App.Draw(ballSprite); // Display window contents on screen App.Display(); } return EXIT_SUCCESS; } Is my full code. The piece of code in question is: ballSprite.Move(150 * App.GetFrameTime() * -1, 0); if (ballSprite.GetPosition().y < 0) { ballSprite.SetY(0.5); } if(ballSprite.GetPosition().y > App.GetHeight()-ball.GetHeight()) { ballSprite.SetY(582); } if(ballSprite.GetPosition().x < bluePaddleSprite.GetPosition().x + 16) { ballSprite.Move(150 * App.GetFrameTime() * 1, 0); } There are a few other bugs, such as that although the ball stops, it stops at the point even if the paddle is not there (leading me to think I made it so its checking the y value of the area the paddle is on, instead of just the paddle). However my biggest problem right now is just getting the ball to change directions on contact. Thank you, and sorry for the trouble.
  7. Quote:Original post by OrangyTang I'm not sure I understand your definition of "free to use" sprites. These all seem to be ripped from various commercial games of some kind. Sorry, I realized they where rips at a later point. But for learning/hobby they should be fine. Apologies for not reading it carefully. I was thinking these would be good for somebody learning who does not have an artist/ability to make sprites. I would think for a commercial release you would want your own images anyways.
  8. Quote:Original post by mongrol For animating a single sprite I would just have a mageSprite and the different animation frames (ready and cast) as sf::Images . Instead of hiding the mageReadySprite and replacing it you simply need to change it's image using mageSprite.SetImage(readyImage) etc... Much faster than changing sprite positions. So basically have both images tied to one call and then pick which one you want at the time?
  9. JTippetts, thank you very much for taking the time to provide such a detailed explanation. Currently I am in the process of making a spell class to learn how to attache objects to images. I plan to build this code up slowly until I have a working mage that can walk/cast correctly and have the spell "shoot" forward and perhaps add objects in the world to learn collision detection. You lost me abit on the void Object::preRender() { Animation *anim = animationset->getAnimation(curanimation); sf::IntRect subrect=anim->getSubRect(curframe); sf::Image *image=anim->getImage(curframe); sprite.SetSubRect(subrect); sprite.SetImage(image); } chunk but that is probably due to me not understanding pointers as well as I would like. Thanks again.
  10. The topic above seems to have been archived, or I would have posted this there. http://www.panelmonkey.org/category.php?id=1 is a site that has a great collection of free to use sprites. http://www.panelmonkey.org/sprite.php?id=146&theme=3 is an example, and when you save the image there is no background. Hope this helps some people.
  11. Hey all, I am working on a bit of code and I was wondering if any of you knew a better way to change one image into another then the way I am using. I looked on the SFML site and could not find anything... #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> #include <string> int main() { //sf::Clock gameClock; //float timeElapsed = 0; try { sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Window"); sf::Image mageReady; sf::Image mageCast; sf::Image Fire_Ball; if (!mageReady.LoadFromFile("mageReady.png")) { throw std::string("Your image failed to load"); } if (!mageCast.LoadFromFile("mageCast.png")) { throw std::string("Your image failed to load"); } if (!Fire_Ball.LoadFromFile("fireball.png")) { throw std::string("Your image failed to load"); } sf::Sprite mageReadySprite; mageReadySprite.SetImage(mageReady); mageReadySprite.SetCenter(38, 38); sf::Sprite mageCastSprite; mageCastSprite.SetImage(mageCast); mageCastSprite.SetCenter(38, 38); sf::Sprite Fire_Ball_Sprite; Fire_Ball_Sprite.SetImage(Fire_Ball); bool isNotCasting = true; bool isCasting = false; bool showFireBall = false; bool Running = true; while (Running) { //timeElapsed = gameClock.GetElapsedTime(); sf::Event myEvent; while (App.GetEvent(myEvent)) { // Window closed if (myEvent.Type == sf::Event::Closed) App.Close(); // Escape key pressed if ((myEvent.Type == sf::Event::KeyPressed) && (myEvent.Key.Code == sf::Key::Escape)) App.Close(); //show mage cast/spell. if ((myEvent.Type == sf::Event::KeyPressed) && (myEvent.Key.Code == sf::Key::C)) { isCasting = true; showFireBall = true; mageCastSprite.SetX(mageReadySprite.GetPosition().x); mageCastSprite.SetY(mageReadySprite.GetPosition().y); Fire_Ball_Sprite.SetX(mageCastSprite.GetPosition().x + 10); Fire_Ball_Sprite.SetY(mageCastSprite.GetPosition().y -60); } } // Clear the screen (fill it with black color) App.Clear(sf::Color(255, 255, 255)); //draw mage sprite if (isNotCasting == true) { App.Draw(mageReadySprite); } if (isNotCasting == false) { isNotCasting = false; } //draw mage cast if (isCasting == true && showFireBall == true) { isNotCasting = false; App.Draw(mageCastSprite); App.Draw(Fire_Ball_Sprite); } // Get elapsed time float ElapsedTime = App.GetFrameTime(); // Move the sprite if (App.GetInput().IsKeyDown(sf::Key::Left)) mageReadySprite.Move(-100 * ElapsedTime, 0); if (App.GetInput().IsKeyDown(sf::Key::Right)) mageReadySprite.Move( 100 * ElapsedTime, 0); if (App.GetInput().IsKeyDown(sf::Key::Up)) mageReadySprite.Move(0, -100 * ElapsedTime); if (App.GetInput().IsKeyDown(sf::Key::Down)) mageReadySprite.Move(0, 100 * ElapsedTime); if (isCasting == true){ if (App.GetInput().IsKeyDown(sf::Key::Left)) mageCastSprite.Move(-100 * ElapsedTime, 0); if (App.GetInput().IsKeyDown(sf::Key::Right)) mageCastSprite.Move( 100 * ElapsedTime, 0); if (App.GetInput().IsKeyDown(sf::Key::Up)) mageCastSprite.Move(0, -100 * ElapsedTime); if (App.GetInput().IsKeyDown(sf::Key::Down)) mageCastSprite.Move(0, 100 * ElapsedTime); } App.Display(); } } catch (std::string message) { std::cout << "you fail because " << message; } return 0; } Right now I have it so that when the key is pressed it puts the mageCast sprite where the mageReady sprite was, and hides the mageReady. I am looking for either a way to temporarily (or permanently) remove/delete an image when I want. The goal of this little program is to eventually have the mage walk, cast and shoot (show it casting, have the spell move X amount and then delete itself), then go back to the first image (mageReady). Right now I can move with the first image, and "C" will swap it into the second one and place the fireball where I want it. I feel that there must be a better way to do what I am trying to do.. Thanks all. Edit: Does this belong in the Alternative Game Libraries forum? I am not sure, please move if it does, and sorry if this is the wrong place.
  12. If you look closely you will find that the buildings in BFBC 2 are "segemented", that is they don't blow up dynamically (though they do a good job faking it). My theory is when enough damage is dealt it calls a functions to play an animation for that part of the building blowing up. I could be wrong but when you die in a building from it collapsing it is not like you are struck by different debris, you just die as it falls around you. So it plays the animation that shows chunks of it exploding, then deletes those objects from the initial structure. Think of a puzzle that makes an image and removing a piece of that puzzle. In the Afro Samurai game they did it so when you cut of an arm it was removed from the body object. That's my thoughts on it anyways.
  13. Quote:Original post by _fastcall I had originally assumed you had "using namespace std", and as you posted, my assumption is incorrect. Try this: std::cin.ignore( std::numeric_limits<std::streamsize>::max(), '\n' ); (Or alternately: using std::numeric_limits; using std::streamsize) Jesus Fish, I love you.
  14. Quote:Original post by _fastcall Quote:Original post by Mr C I tried using cin.ignore(numeric_limits<streamsize>::max(),'\n'); but it says numeric_limits not delcared in scope. Oops, I should have mentioned that you need to include <limits> in order to use std::numeric_limits. EDIT: Yeah, you need to clear out the extra input left when the user enters the integer before asking for a line of text. (Entering "1Hello world!" works as expected; the integer is read, then the remainder is read by getline, and saved to the file.) Well, I tried doing #include <limits> but that was a no go. main.cpp|26|error: `numeric_limits' was not declared in this scope| as well as streamsize and max having the same issue... At this point my issue is I can't even enter a string... before I had it so I could enter "The brown dog jumped" but only "The" would be saved...
  15. my code is: #include <iostream> #include <string> #include <fstream> using std::cin; using std::cout; using std::string; using std::ofstream; using std::ifstream; using std::istreambuf_iterator; using std::getline; int main() { int choice; cout << "Hello user! I was told to greet you in a nice and polite way! Lets be friend?\n"; cout << "So, do you want to create a new file or load the last one?\n"; cout << "1)new 2)load: "; cin >> choice; if (choice == 1){ string text; cout << "Enter the text: "; getline (cin,text); ofstream myOutFileStream("save1.txt"); myOutFileStream << text; myOutFileStream.close(); } if (choice == 2){ ifstream myInFileStream("save1.txt"); string save1((istreambuf_iterator<char>(myInFileStream)), istreambuf_iterator<char>()); cout << save1; myInFileStream.close(); } } It compiles and runs, but it will not even let me enter the string. I feel like I am missing something obvious/doing something dumb.. but I don't see it. Edit: As a side note, if I enter text in the file before hand it reads it fine, even if there are multiple words...