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      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.

HomerSp

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  1. You need to call Write(1, "Error - %s", "Problem with foo") to get "Problem with foo" to appear. If you didn't know this already you might want to have a look at vsprintf
  2. That should be how you do it.. What if you cd to "C:\Program Files\Stuff" and instead do doStuff.exe "C:\Users\Me\Documents\stuff.txt"
  3. If you are using win32 api you can use SHGetFolderPath with the CSIDL_MYMUSIC parameter. Example: char szPath[MAX_PATH]; SHGetFolderPath(NULL, CSIDL_MYMUSIC|CSIDL_FLAG_CREATE, NULL, 0, szPath);
  4. It looks very nice indeed, will try this when I get home.
  5. OpenGL

    OpenGL is a graphics library used mainly for 3D (but can be used for 2D aswell). OpenAL is an audio library used for 3D and 2D that strives to be similar to OpenGL in the way functions are named and such. Both of them are however quite hard to use and require alot of work, especially if you're only going to do 2D.
  6. Are you using relative paths? If so make sure the files are in the current working directory (in visual studio it's where you keep the solution file I believe).
  7. If you intend to make your game (or whatever it might be) cross-platform you're better off using cross-platform libraries and code from the start. Otherwise it's going to be a pain when you do decide you want to compile it on another OS (lots and lots of rewriting).
  8. Fix your timestep - Great article about time-based movement.
  9. Any specific reason you want to work with Win32 api (GDI to be more exact)? Otherwise I'd suggest a "real" library such as SDL or SFML :) Also, you never mentioned what programming language you're going to use (if any)?
  10. Don't you want it to be: g_pGrassBitmap->Draw(hDC, (xPos + w) * TILE_WIDTH, (yPos + h) * TILE_HEIGHT,true); Keep in mind that 1 + 2 * 3 is not equal to (1 + 2) * 3 because multiplication has a higher priority than addition ;)
  11. Quote:Original post by markg51571 Quote:Original post by jyk Quote:No,all I am tring to do is get a smiley face to follow my mouse cursor in a console window.No, what? I'm not sure I follow... So we know you're on Windows because of the win32 exception. Can you tell us what language you're using? What IDE? all I am tring to do is get a smiley face to show in the console window, and when ever I put my mouse pointer in the console window the smiley face will start to follow the mouse pointer. I am using visual studio 2005, and using c++ as the programming language. We'll need some code if we are going to be able to help you.
  12. Quote:Original post by Hazard org P.S: How do I put the code in a text box like you did? You use tags: FAQ ;) The black bakground can either be blended away or you can use a format that has an alpha channel (PNG for example) and remove the black yourself.
  13. If you want to be a professional game developer you pretty much have to learn a programing language. If you just want to do some hobby game developing a tool such as Game Maker works just fine. Python or similar is good for beginners, but professionals mostly use C++. And to answer your initial question, there are no ideal books. You'll have to do some searching yourself until you find one that you like.
  14. 2. Just check for diagonal movement (if two keys are pressed) before you check non-diagonal. E.G. (pseudo code) if key left and key up left-up diagonal movement else if key left left movement else if up up movement end
  15. It will most likely never be removed, but as resolutions get bigger and bigger it'll start to look uglier and uglier. Especially on widescreen resolutions (16:9 or 16:10). An idea would be to keep the resolution at 800x600 but without stretching the screen, instead add black borders (so essentially outputting the screen in native resolution and the game in 800x600).