• 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.

somebodykulj

Members
  • Content count

    21
  • Joined

  • Last visited

Community Reputation

100 Neutral

About somebodykulj

  • Rank
    Member
  1. I use SDL rects, for the first two paramterers, but i dont know what are the other 2 parameters: CThunderTileVector* pvecOutPenetration, const CThunderTileVector* pvecMovement What are these 2 parameters used for?
  2. int check_cool_collision( SDL_Rect &A, SDL_Rect &B ) { int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; leftA = A.x; rightA = A.x + A.w; topA = A.y; bottomA = A.y + A.h; leftB = B.x; rightB = B.x + B.w; topB = B.y; bottomB = B.y + B.h; if( bottomA <= topB ) { return -23; } else return 7; if( topA >= bottomB ) { return -23; } else return 8; if( rightA <= leftB ) { return -23; } else return 9; if( leftA >= rightB ) { return -23; } else return 10; } This is what i wrote and then realised that it doesent work? How can this be done?
  3. I have tried that, but no it doesent do what i want, i want the player to keep moving in high speed BUT when i am controlling him int the air then da playa may not move so much.
  4. I have made a simple platform game that when press space jumps when press ctrl accelerates and with acceleration the jump is higher and when i jump so high with acceleration and try to control where the player would land i get tooo much control becouse when i press right or left the player moves around the x axis just as fast as on the gorund and it looks bad, the bottom line is that when i start the jump the player will jump allong the x axis and acceleration but when a key is pressed during the jump i want to be able to controlle the player BUT not so much so that it looks like he can fly. here is my code... if(lockjump==true )//SIMULACIJA GRAVITACIJE U VAZDUHU { if(xtime%200==0) { velx*=0.9; } } else velx*=0.000099; if(keystates[SDLK_RIGHT]) { velx = VELMOVING; faceright = true; W_RIGHT=true; } else W_RIGHT=false; if(keystates[SDLK_LEFT]) { velx =-VELMOVING; faceright = false; W_LEFT=true; } else W_LEFT=false; if(keystates[SDLK_SPACE] && !lockjump) { ON_GROUND==false; vely = -VELJUMP; lockjump = true; jumping = true; } if(keystates[SDLK_LCTRL] && (W_LEFT==true || W_RIGHT==true)) { if (lockjump==false) { if (VELMOVING<15) { VELMOVING+=0.5; } if (VELJUMP<25 ) { if(xtime%3==0) VELJUMP+=1; } } } else { if (VELMOVING > 4) VELMOVING-=1; if (VELJUMP>15) VELJUMP-=1; } xtime is my way of cehcking the time it ads up 1 on every main loop... i need to be able to control the player when making an accelerated jump BUT not too much...
  5. I dont understand this? what is the SDL_RWops??? I'm sorry but i just dont get it?
  6. I want to protect the art no matter what i know it can be hacked but very few can do so. So haw can i load an image??? what should i do to make this work with SDL??? Quote: One method would be to use PHYSFSRWOPS_openRead() to open the file and IMG_Load_RW() to load the image from the SDL_RWops. i dont understand this?? can you give me some more detail?
  7. I dont quite understand how it works... if i do this PHYSFS_file* myfile = PHYSFS_openRead("myfile.txt"); can i pass myfle to SDL_LoadBMP(char* ...)??? What do i need to give my SDL_LoadBMP??
  8. I want to protect my artwork by locking it up in a ZIP or some other archive and then read them in my game, how do i do this?
  9. Thanks!!!!! [Edited by - somebodykulj on April 10, 2008 7:23:42 AM]
  10. I want to load a image and then save it somewere else? How can i do this in SDL?
  11. I have just made a great tile collision system for my platform game and i wanted to take it further! to make a 45 degree slope tile on the left and right, does anybody know how to do this?
  12. Thanks, i wrota a function myself... here it is but it doesent work :( WHY??? int check_cool_collision( SDL_Rect &A, SDL_Rect &B ) { int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; leftA = A.x; rightA = A.x + A.w; topA = A.y; bottomA = A.y + A.h; leftB = B.x; rightB = B.x + B.w; topB = B.y; bottomB = B.y + B.h; if( bottomA <= topB ) { return -23; } else return 7; if( topA >= bottomB ) { return -23; } else return 8; if( rightA <= leftB ) { return -23; } else return 9; if( leftA >= rightB ) { return -23; } else return 10; } i need this kind of collision that will tell me from which side did i hit the other rectangle.
  13. Yes something like that... but i was way over my head with that i will just use the standard AABB collision test.
  14. Ladies and gentleman i have been officialy fu*ked, i know AABB collision dont you worry about that, i was thinking about another type of collision that is implemented using vector projections and is used for both squares and all other shapes,it is a special type of colision that in the same function has a responce too... not the typical AABB function. I have writen that same function myself and it has not worked, doo to stuff beyond my controle and that is why i was hoping for some C++ code to see where i screwed up, but no matter now i have thought of a way of making this a little easyer by usign the rectangles center to make a good responce and the AABB system to check the collision.
  15. Why do you come down so hard on me i said it is too much to ask for.. damn I know i have gaps in my knowledge i havent even started learning vectors and trigonometry in school how the hell should i know this sh*t...