• 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.

Merick Zero

Members
  • Content count

    49
  • Joined

  • Last visited

Community Reputation

151 Neutral

About Merick Zero

  • Rank
    Member
  1. I'm part of a group working on an mmorpg. We're still in the very early stages, working out the back story, what we want for the skill system, etc.. As none of use has ever worked on anything like this before, we are planning to base this on an already existing game engine. The current favorite is Realm Crafter, but I'd like to get some opinions on it before we commit to anything.
  2. I just figured it out with some help from the people in #lua on freenode. Because the function I'm calling is a method, the first table was getting put into the "self" argument, so to fix it I had to push the originating table onto the stack before pushing my argument tables
  3. I'm trying to call a lua function from freebasic, constructing two temporary tables as the arguments. The problem is that the function is only receiving one of the tables. Can anyone help me out? in this code, "ref" is a reference to the lua table that contains the function, created earlier in the program with the lua_ref statement, the table created from the "inputs" array gets passed just fine, but the table created from the "desiredOutputs" array is ending up as nil on the lua side sub neural_net.backwardPropagate(inputs() as integer, desiredOutputs() as integer) lua_getref(L, ref) if lua_type(L, -1) <> LUA_TTABLE then Print "error with ref" sleep system endif lua_pushstring(L, "backwardPropagate") lua_gettable(L, -2) lua_newtable(L) for i as integer = lbound(desiredOutputs) to ubound(desiredOutputs) lua_pushnumber(L, (i+1)) lua_pushnumber(L, desiredOutputs(i)) lua_settable(L, -3) next i lua_newtable(L) for i as integer = lbound(inputs) to ubound(inputs) lua_pushnumber(L, (i+1)) lua_pushnumber(L, inputs(i)) lua_settable(L, -3) next i If lua_pcall(L, 2, 0, 0) <> 0 Then print "ERROR:" Print *lua_tostring(L, 1) Sleep system End If end sub
  4. have you tried looking into mappy? http://www.tilemap.co.uk/mappy.php
  5. ahh! I hadn't realized that, I had been thinking that a key which was explicitly set to nil would still remain in the table
  6. you can do "mytable[index] = nil", it won't remove the index key from the table like table.remove would, but as long as there are no other refrences to the data at that index then it will be removed from memory by the garbage collector.
  7. If all you want it something to create a file selection dialog that returns a string with the selected filepath/filename and then use that in your own save/load code, then check out IUP, on windows it acts as a wrapper to the winapi, on linux it can wrap either gtk or motif. http://www.tecgraf.puc-rio.br/iup/ An example from the iup manual: /*IupFileDlg Example in C Shows a typical file-saving dialog. */ #include <stdio.h> #include <iup.h> int main (void) { Ihandle *filedlg; IupOpen(); IupSetLanguage(IUP_ENGLISH); filedlg = IupFileDlg(); IupSetAttributes(filedlg, "DIALOGTYPE = SAVE, TITLE = \"File Save\""); IupSetAttributes(filedlg, "FILTER = \"*.bmp\", FILTERINFO = \"Bitmap Files\""); IupPopup(filedlg, IUP_CENTER, IUP_CENTER); switch(IupGetInt(filedlg, IUP_STATUS)) { case 1: IupMessage("New file",IupGetAttribute(filedlg, IUP_VALUE)); break; case 0 : IupMessage("File already exists",IupGetAttribute(filedlg, IUP_VALUE)); break; case -1 : IupMessage("IupFileDlg","Operation Canceled"); return 1; break; } IupDestroy(filedlg); IupClose(); return 0; }
  8. I've already got the Freetype dll, and it works with FreeBasic. What I want now is something like FTGL - http://ftgl.wiki.sourceforge.net/ But the only download link is for the C source code, and I don't know enough about C to be able to compile it into lib
  9. I don't know enough about c to compile a lib
  10. I've been looking for a truetype font lib for drawing text in opengl. My problem is that the language I'm working with is FreeBasic and although it can link with libs compiled by other languages, all the font libraries I've been able to find are available only as C or C++ source code. Does anyone know of any opengl font libraries that have pore-compiled binaries available?
  11. For displaying a 2d tile map what would be faster, a display list or a TexCoordPointer + VertexPointer combo?
  12. What I was thinking about was just something to remove solid-color background from images to make sprites for 2d. I'm not too familiar with how the gimp function works, but why not do both and have it accept an array for the argument? Then you could determine which method to use by the structure of the array something like myarray = (255,0,255) or myarray = ( (123,50,45), (100,200,200), (0,0,155))
  13. When using the SOIL_LOAD_RGBA flag, how about adding another argument that can let you specify a color value for a transparency mask for images that don't normally have transparency like bmp?
  14. Unless you're doing some kind of multi-threading, Lua executes commands one at a time -- when you call a function from lua it doesn't go on to the next line until the function returns
  15. when using soil to load an image, is there any way to get the alpha value from a certain pixel inside the image, either from the image buffer created by SOIL_load_image or from the gl texture itself? Basically what I want to do is create an array with 0's and 1's to use as data for pixel perfect collision in 2d games