Jump to content
  • Advertisement

Besome Games

Member
  • Content Count

    170
  • Joined

  • Last visited

Community Reputation

166 Neutral

About Besome Games

  • Rank
    Member
  1. Besome Games

    busy busy!

    Leaps and bounds above MW1. Keep up the good work, cant wait to see this in action.
  2. Besome Games

    Marketing Madness...

    I would reccomend a healty pacing to get everything done. One of the hardest parts about being indie is actuially getting people to know about your projects. Heres a few tips I picked up along the way marketing/developing my last project: 1. CMS: Set up a website with a CMS (content management system) such as Wordpress or Joombla. These sites are SEO friendly (search engine optimized) which will help people find you around the net, as well as easy to update and maintain. Posting news to the site is as easy as updating a Facebook status. Pages can be added in and taken out in seconds, all the while keeping web standards in tact. It's a way to have an awesome site without having to take time away from development of a game to do development on a website. Not on that but there are countless free themes available, and even better buying custom themes are cheap (hit me up, I might feel generous). 2. Spread it out: Instead of sitting down everyday to post a news update take one chunk of a day to write 3-5 of them. With a CMS system you can choose which date to publish articles, as well as keeping them as drafts until you see it fit to go public. This way you can get in the writing "zone" and crank out some fun and interesting news bits, then drop them slowly to the world. This way you can focus one day on articles, and the rest of time on other things. Its easier to sit down and hammer out one particular element as opposed to juggling a bunch. This is a major time saver. 3. Forums == Free Advertisements. Places like GameDev.net, Indiegamer.com, and a slew of other places all have free Announcement forums. Write one post, cross post it on multiple message boards. An advertisement campaign can cost a lot of money, people might not click through your ads, and you dont really know where they will and when they will pop up. Going to a forum to share your project not only gets you the attention you want, but it will give you an avenue to get user feedback. Im at work, so I cant post to much, but this should be a good start. Welcome to Journal Land, post pictures!
  3. If I might give a small tip. Everyone that visits this site probably shares the dream of either working in the game development industry or creating and selling their own games. I think that the reason a lot of people don't achieve their dream is they spend more attention, focus, and mental energy on the telling the world about a game as opposed to working on one. Albeit the commenter was rude about it, his point was valid. Inevitably your going to be pushing a product, so just think about creating it. There's some extremely popular indie games out there that have god awful websites, or even non-existent ones. If you put your time and energy into making your game it will show, and people will read your website regardless of its appearance. To sum it all up, don't worry about anything besides the game. It's fun and creativity will sell itself. I hope this lifts your spirits.
  4. Hello, Someone here who has better mathimatic skills might be able to answer this for me, it seems like a simple question I just cant seem to figure out. Recently I have been developing a 2D platformer. What I do to create a zoom effect is create a float named scale and use it when I render my scene drawMap(x*scale,y*scale,destWidth*scale,destHeight*scale); This system is working perfectly for me given one exception. As I would expect when I do this, everything I draw in the game world is shifted based on my scales value. If I zoom in and set my scale to say 1.2 everything moves down and to the right. You can see this image as an example http://img22.imageshack.us/img22/4971/examplenu.png What would I have to do in order to keep everything in the same place no matter if I zoom in or out? I assume it might be quite small and simple. Thanks in advance. P.S Dont mind the programmer art :)
  5. Can't wait to see what the Selenite engine's games look like in action. I've been enjoying the video blogs on edigames.com and the static homepage. Cant wait to see how this IP works out for ya Raymundo.
  6. Besome Games

    Work Is Never Done II

    I thought this was pretty good for a start. Keep up the good work. My only big complaint so far was the fact I thought the game froze at first when I killed everyone, until I came back and read the comments and tried it out again. Good start, I look forward to your next demo. Take your time and polish it up and then drop a bomb of a release :)
  7. Hello, I have been using a 2D library written with DirectX 9. I have been trying to modify the draw() function to enable me to zoom in and out. After following a conclusion I have made the following edits to the draw() function: void draw(Image* image,int dx,int dy,int dw,int dh,int sx,int sy,int sw,int sh,unsigned int color,int cx,int cy,int rotation) { int scale = 10; D3DXMATRIX newMat; RECT srcRect={sx,sy,sx+sw,sy+sh}; D3DXVECTOR2 scaling((float)dw/(float)image->getImageWidth(),(float)dh/(float)image->getImageHeight()); D3DXMatrixTransformation2D(&newMat,NULL,0.0,&scaling,&D3DXVECTOR2(cx,cy),D3DXToRadian(rotation),&D3DXVECTOR2(dx,dy)); sprite->SetTransform(&newMat); // zoom code D3DXMATRIX matrix; device->SetTransform(D3DTS_PROJECTION, D3DXMatrixOrthoRH(&matrix, 1024*scale, 768*scale, 1, 1000)); //end of zoom code sprite->Draw(image->getTexture(),&srcRect,0,0,color); } but for some reason after I run it, everything goes black, and I cant continue to see what im working with. I am aware that scale is hardcoded, which will be changed after I figure this out, but does any DirectX guru have any idea as to why this happens?
  8. Besome Games

    Free book giveaway number two

    Hey John, I love Raymond, yes. He is in one of these books Wont stop till I possess* it Sorry to hear that the books aren't selling like hotcakes. I love this place and the people who help contribute to it. I would have purchased and reviewed both books by now if I had the money to do so. I believe Raymond Jacobs (EDIGames) is in one of these books. I believe it to be the blue productions book. Im an IRL friend, and would love to own a book that has controbutions by real life friends. I would be more then glad to provide a fair and compelling review for either book. Here's to hoping :)
  9. Hello, I have been working on an editor for my current project for a while now in C#. Its a map editor. What im trying to do is draw a list of boxes onto the picturebox that displays the map. I had it working for the longest time. A few days ago I wanted to try TAB control so I made one and dragged the picturebox into it. Everything still draws besides boxes now, no code changes at all. I removed the TAB control and put it back to where it was before on the form and yet it still doesnt work. I put a breakpoint on my pictureBox1_Paint() function and it appears it never gets called. Any help, as well as an explanation as to why this happened, would be great. Thanks! using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Drawing.Drawing2D; namespace Besome_Map_Editor_v1 { public partial class mapDisplay : Form { public string filename = ""; public bool drawBox = false; public List<Shape> shapes = new List<Shape>(); public int bx1 = 0; public int bx2 = 0; public int by1 = 0; public int by2 = 0; public int boxw = 50; public int boxh = 50; public Shape dragShape = null; public Shape resizeShape = null; public mapDisplay() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { saveFileDialog1.ShowDialog(); FileStream fs = new FileStream(saveFileDialog1.FileName, FileMode.Create); BinaryWriter bw=new BinaryWriter(fs); bw.Write(filename); bw.Write(shapes.Count()); foreach (Shape rc in shapes) { bw.Write(rc.X); bw.Write(rc.Y); bw.Write(rc.Width); bw.Write(rc.Height); } fs.Close(); } private void button2_Click(object sender, EventArgs e) { openFileDialog1.ShowDialog(); Bitmap background = new Bitmap(openFileDialog1.FileName); filename = Path.GetFileName(openFileDialog1.FileName); pictureBox1.BackgroundImage = background; pictureBox1.Width = background.Width; pictureBox1.Height = background.Height; } private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (checkBox1.Checked == true) { Shape sh = new Shape(); sh.X = e.X; sh.Y = e.Y; sh.Width = 100; sh.Height = 100; shapes.Add(sh); pictureBox1.Refresh(); } else { foreach (Shape rc in shapes) { dragShape = null; resizeShape = null; if (e.X >= ((rc.X + rc.Width) - 6) && e.Y >= ((rc.Y + rc.Height) - 6) && e.X <= (rc.X + rc.Width) && e.Y <= (rc.Y + rc.Height)) { resizeShape = rc; break; } else if(e.X >= rc.X && e.Y >= rc.Y && e.X <= ((rc.X + rc.Width)) && e.Y <= ((rc.Y + rc.Height))) { dragShape = rc; break; } } } } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (resizeShape != null) { resizeShape.Width = (e.X - resizeShape.X); resizeShape.Height = (e.Y - resizeShape.Y); } else if (dragShape != null) { dragShape.X = e.X; dragShape.Y = e.Y; } pictureBox1.Refresh(); } private void checkBox1_CheckedChanged(object sender, EventArgs e) { } private void pictureBox1_MouseUp(object sender, MouseEventArgs e) { dragShape = null; resizeShape = null; } private void button3_Click(object sender, EventArgs e) { } private void button7_Click(object sender, EventArgs e) { openFileDialog1.ShowDialog(); FileStream fs = new FileStream(openFileDialog1.FileName, FileMode.Open); BinaryReader bw = new BinaryReader(fs); filename = bw.ReadString(); int shapeCount = bw.ReadInt32(); int a = 0; shapes.Clear(); while (a < shapeCount) { Shape sh = new Shape(); sh.X = bw.ReadInt32(); sh.Y = bw.ReadInt32(); sh.Width = bw.ReadInt32(); sh.Height = bw.ReadInt32(); shapes.Add(sh); shapeCount--; } Bitmap background = new Bitmap(filename); pictureBox1.BackgroundImage = background; pictureBox1.Width = background.Width; pictureBox1.Height = background.Height; fs.Close(); } /////////////////the problem is apparently here, never seems to work anymore private void pictureBox1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; foreach (Shape rc in shapes) { g.DrawRectangle(Pens.Aqua, new Rectangle(rc.X, rc.Y, rc.Width, rc.Height)); } pictureBox1.Refresh(); } private void pictureBox1_Click(object sender, EventArgs e) { } private void pictureBox1_Click_1(object sender, EventArgs e) { } private void panel1_Paint(object sender, PaintEventArgs e) { } private void mapDisplay_Load(object sender, EventArgs e) { } } }
  10. Hello, I currently am trying to make a platform game engine. So far I have created an editor and the engine itself. What im trying to do is create a box shape and draw it onto the screen. Unfortunatly the box seems to be positioned correctly on the left side, but off by a few inches on the bottom. I have been battling my code for hours know. Can you see anything in this that would cause my square colision shape to not function properly? All im trying to do is create a box 128x128 pixels that will work within my colision boxes. Thanks! #include "core.h" #include "Graphics2D.h" #include "Shape.h" #include "Settings.h" #include "box2D.h" #include "ioutil.h" #include <iostream> #include <fstream> #include <string> #include <list> //Declare Functions int main(void); void gameLoop(float t); //Number of Colison Boxes on Map int boxCount = 0; bool drawColisionBoxes; std::string str2; //Declare Images Image* test; Image* colisionBox; Image* map = 0; //Physics b2Body* body; float pixelsPerMeter=128.0f; b2World* world; //temporary box sizes float boxWidth = 128.0f/pixelsPerMeter; float boxHeight = 128.0f/pixelsPerMeter; std::list<Shape> boxes; //Declare instance of settings Settings* settings=0; int main(void) { settings=new Settings("Besome Games\\TimeKilla","user.settings"); ScreenFormat sf; sf.width = settings->getNumber("width",1074); sf.height = settings->getNumber("height",768); sf.format = ScreenFormat::getFormatForBitCount(settings->getNumber("depth",32)); sf.refreshRate = settings->getNumber("refreshRate",60); sf.mode = settings->getNumber("mode",2); settings->commit(); Graphics2D::init("EngineWindowClass","test",""); Graphics2D::setScreenFormat(sf); colisionBox = Graphics2D::newImage("resources/colisionBox.png"); test = Graphics2D::newImage("resources/test.png"); //iotil for use with map editor v1 std::ifstream is; is.open("resources/map1",std::ios::in|std::ios::binary); if(is.is_open()) { //load here, in ORDER!! str2=ioutil::readString(is); str2="resources/"+str2; } boxCount=ioutil::readInt(is); for (int i = 0; i <= boxCount; i++) { Shape sh; sh.X = ioutil::readInt(is); sh.Y = ioutil::readInt(is); sh.Width = ioutil::readInt(is); sh.Height = ioutil::readInt(is); boxes.push_back(sh); } is.close(); //load map map = Graphics2D::newImage(str2.c_str()); if(map==NULL) { exit(0); } //Physics b2AABB aabb; aabb.lowerBound=b2Vec2(-1,-1); aabb.upperBound=b2Vec2(1000,1000); b2Vec2 gravity(0,1); world=new b2World(aabb,gravity,true); //box1 b2BodyDef def; def.position.x=128/pixelsPerMeter;//poscurx def.position.y=128/pixelsPerMeter;//poscury def.linearDamping=0; def.angularDamping=0; def.fixedRotation=false; body=world->CreateBody(&def); //making a box shape b2PolygonDef shapeDef; shapeDef.SetAsBox(boxWidth/2.0f, boxHeight/2.0f); shapeDef.density = 1.0f; shapeDef.restitution = 0.2f; shapeDef.friction = 0.3f; body->CreateShape(&shapeDef); body->SetMassFromShapes(); //making a circle shape /* b2CircleDef shapeDef; shapeDef.radius=0.20f; shapeDef.density = 1; shapeDef.restitution = 1.0f; shapeDef.friction = 0.5f; body->CreateShape(&shapeDef); body->SetMassFromShapes(); */ //Uses boxes for colision b2Body* ground=world->GetGroundBody(); std::list<Shape>::iterator it=boxes.begin(); while(it!=boxes.end()) { b2PolygonDef groundShapeDef; Shape tmp = *it; float x=tmp.X/pixelsPerMeter; float y=tmp.Y/pixelsPerMeter; float w=tmp.Width/pixelsPerMeter; float h=tmp.Height/pixelsPerMeter; b2Vec2 boxcoords(x+w/2,y+h/2); groundShapeDef.SetAsBox(w/2.0f, h/2.0f, boxcoords, 0); groundShapeDef.restitution=0.0; groundShapeDef.density=0.0f; ground->CreateShape(&groundShapeDef); it++; } core::start(gameLoop); return 0; } void gameLoop(float t) { //Moves Physics b2Vec2 pos=body->GetPosition(); b2Vec2 center=body->GetLocalCenter(); float px=pos.x*pixelsPerMeter; float py=pos.y*pixelsPerMeter; float pcenterx=center.x/2; float pcentery=center.y/2; //Get key presses drawColisionBoxes=true; if(Graphics2D::beginScene()) { D3DCOLOR clr=test->getPixel(1,1); if(clr == 0xFFFF0000) { if(map==NULL) { exit(0); } Graphics2D::draw(map,0,0,1024,768,0,0,1024,768,0xFFFFFFFF,0,0,0); Graphics2D::draw(test,px,py,boxWidth*pixelsPerMeter,boxHeight*pixelsPerMeter,0,0,100,100,0xFFFFFFFF,pcenterx,pcentery,(int)D3DXToDegree(body->GetAngle())); } if(drawColisionBoxes==true) { //Draw Colision Boxes std::list<Shape>::iterator it=boxes.begin(); while(it!=boxes.end()) { Shape tmp = *it; Graphics2D::draw(colisionBox,tmp.X,tmp.Y,tmp.Width,tmp.Height,0,0,colisionBox->getImageWidth(),colisionBox->getImageHeight(),D3DCOLOR_ARGB((int)255,255,255,255),0,0,0); it++; } } Graphics2D::endScene(); } b2Vec2 force(0,0); b2Vec2 point=body->GetWorldPoint(b2Vec2(0,0)); body->ApplyForce(force,point); world->Step(1.0f/60.0f,10); float fps=1.0f/t; std::cout << "FPS: " << str2.c_str() << std::endl; };
  11. Besome Games

    Meager updates

    Quote:Original post by HopeDagger Quote:Original post by Besome Games I personally loved not on testing, but reading about Skirmish. IMHO I see Skirmish as one of the Journal Land games that keeps this place alive. More of a good thing never hurt. Over time you will progressively get better, even if you aren't trying to. Not only that, but sometimes those hard ass bugs are best solved with a solid night of sleep and a few days away from the IDE :) Keep it up man, cant wait to waste precious time on this again :) Thanks for the kind words. While Skirmish holds only a drop of water to oceans like Urban Empires and Infinity, it's nice to hear that people enjoy my writings. You mentioned that you've been in a testing session or two -- who might this be? [grin] I used to be ShoeString Games around these parts many moons ago..
  12. Besome Games

    Meager updates

    I personally loved not on testing, but reading about Skirmish. IMHO I see Skirmish as one of the Journal Land games that keeps this place alive. More of a good thing never hurt. Over time you will progressively get better, even if you aren't trying to. Not only that, but sometimes those hard ass bugs are best solved with a solid night of sleep and a few days away from the IDE :) Keep it up man, cant wait to waste precious time on this again :)
  13. FIXED :) Don't ask me how this happened but the picturebox I was using was inside a panel. Somehow its location was set to -151, so it was drawing way off screen. I knew it was weird that this wasnt working, and it was because I made a small little mistake :) Either way, thanks Mike, and plz let this bury :)
  14. Quote:Original post by Mike.Popoloski When you are drawing on the form, drawing coordinates are given in terms of the upper left corner of the form. When drawing in the picture box, the coordinates are given in terms of the upper left corner of the picture box. So to draw in the very top left corner of the picture box, you would pass (0, 0), as the coordinate. No matter what the coordinates I draw at, it wont work. The picturebox is about 500x700 so it would still display. I still haven't been able to fix this yet :(
  15. Hello, I'm new to c# and am trying to make a map editor with it. For some reason, when I try and draw a rectangle inside my picturebox it wont work. If I copy the code from the picturebox1_Paint() and put it inside the form1_Paint() function it works fine. Im trying to write a simple system that allows you to place boxes on your map, and use them for colision data. I tried searching the net but I havent found an answer after about an hour, so I figure I will ask you guys :). Heres my code using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Drawing.Drawing2D; namespace Besome_Map_Editor_v1 { public partial class mapDisplay : Form { public string filename = ""; public bool drawBox = false; public List&lt;Array&gt; name = new List&lt;Array&gt;(); public int bx1 = 0; public int bx2 = 0; public int by1 = 0; public int by2 = 0; public int boxw = 0; public int boxh = 0; public mapDisplay() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { saveFileDialog1.ShowDialog(); FileStream fs = new FileStream(saveFileDialog1.FileName, FileMode.Create); BinaryWriter bw=new BinaryWriter(fs); bw.Write(filename); fs.Close(); } private void button2_Click(object sender, EventArgs e) { openFileDialog1.ShowDialog(); Bitmap background = new Bitmap(openFileDialog1.FileName); filename = Path.GetFileName(openFileDialog1.FileName); pictureBox1.BackgroundImage = background; } private void checkBox1_CheckedChanged(object sender, EventArgs e) { drawBox = true; } private void pictureBox1_mouseDown(object sender, EventArgs e) { if (drawBox == true) { if (bx1 == 0 && bx2 == 0) { bx1 = MousePosition.X; by1 = MousePosition.Y; } else { bx2 = MousePosition.X; by2 = MousePosition.Y; } boxw = bx2 - bx1; boxh = by2 - by1; } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Rectangle rect = new Rectangle(50, 30, 100, 100); LinearGradientBrush lBrush = new LinearGradientBrush(rect, Color.Red, Color.Yellow, LinearGradientMode.BackwardDiagonal); g.FillRectangle(lBrush, rect); g.DrawRectangle(Pens.Aqua, 10, 10, 10, 10); } private void pictureBox1_Click(object sender, EventArgs e) { } } }
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!