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  1. SpeedRun

    Breakout Clone v1.0

    Looking forward to hear your comments on the game, although currently it has very basic gameplay. You are right  - once I have all the elements in I need to look at either buying art or finding an artist to collaborate with.
  2. SpeedRun

    Breakout Clone v1.0

    The first release of the Breakout clone is finally here. The Installer will install directx and the visual studio 2010 re-distributable. If you would prefer to run the game through a zip file, you can download it from here. You will have to make sure that you have the visual studio 2010 re-distributables as well as the latest DirectX installed on your machine. Try it out . Incase, you face any problems while installing or running the game, let me know and I will try to come up with a solution. Looking forward to hearing your comments on the game Crossposted here [size=7]Screenshots [sharedmedia=gallery:images:5149] [sharedmedia=gallery:images:5150] [sharedmedia=gallery:images:5152] [sharedmedia=gallery:images:5151]
  3. SpeedRun

    BreakOut Progress

  4. Thanks for the feedback Dave and CornStalks   Since the popular consensus seems to be that the article is very complex for beginners, I intend to break it down in parts and explain the basics. I will also try to remove the framework dependencies as far as possible.
  5. Do you have DirectX and the visual studio 2010 run-times installed?    
  6. Thanks for the feedback rip-off and Dan @rip-off : The whole point of this article is that it does not depend on any specific engine, but concentrates more on the gameplay. Even if i explained the rendering concepts, they would differ from the API(DIrectX vs OpenGL wars anyone) let alone a specific engine. I felt it would be better to let the reader substitute the framework for any other engine that they might like to use.  I have updated the article to make the handling of null elements consistent   @Dan: Most readers would be using a 3rd party engine. Even if they used DirectX or OpenGL, they would still need to be aware of how to incorporate third party code, They are already lots of collision detection/ rendering tutorials which are articles in their own right. Teaching how to implement a rendering framework is beyond the scope of this article and would take away from actually building the game. The article also mentions that it assumes the reader has a basic knowledge of the game loop and a rendering engine. I have updated the article to highlight the scope
  7. Tic-Tac-Toe would be a good example to start out with. Single player mode would introduce you to basic AI.
  8. SpeedRun

    New Release : Asteriods v 2.0

    [color=rgb(40,40,40)][font=arial][font=arial]Version 2.0 of Asteroids has been released[/font][/font][/color] Added Redefinable Controls Allowing Toggle FullScreen/Windowed Immediately The setup can be downloaded here
  9. I had written this tutorial a while back to help finding memory leaks. Its still serving me well, so I think it should solve your problem as well   http://www.gamedev.net/blog/1369/entry-2253912-memory-leak-woes/
  10. SpeedRun

    New Release : Asteriods v 1.1

    [color=rgb(40,40,40)][font=arial]Version 1.1 of Asteroids has been released[/font][/color] Added High Score Screen. Top 10 scores are tracked. Ship is flashed on on invinciblity for the 1st 5 seconds The setup can be downloaded here
  11. Start by making a simple game such as a Tetris or Pong clone. This way you will have a much better understanding of how to go about making a more complex game. For a more detailed account of why making a Pong clone is a good idea as your first game, you can read this post of mine   [entry='2254511']Why Make Pong[/entry]
  12. SpeedRun

    New Project : Asteroid Clone

    For my next project, I have decided to make a clone of Asteroids as my second project. I would like to have a finished game by March 31st which gives me a month to finish the game. This time will include all the enhancements required in the engine so that the game is playable [subheading]Why Asteroids[/subheading] Its a free form game with irregular goemetry which requires a more robust collision detection system. The ship has to move and accelerate in a way that resembles basic physics A High Score table makes sense since the scores can vary each game Project updates soon
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