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  1. GameCreator

    Jumping The Same Height At All FPS

    Thank you guys. I saw that Fix Your Timestep page a long time ago and this is a good time to revisit and implement one of the suggested options.
  2. This should be something really simple but I can't wrap my head around it. I'm using an engine with Time::GetSpeed() function. It returns a float based on what fraction of 60fps the game is running at. So it returns 1.0 at 60fps, 2.0 at 30fps, 4.0 at 15fps, 60.0 at 1fps, etc. That means you can use the function to adjust movement to compensate for different fps. I tried to use it to write a simple jump code but it doesn't work and I'm not sure why. Here are the relevant lines: if(window->KeyHit(Key::Space)) vy=0.8; // Jump if Space is hit ... vy-=0.05*Time::GetSpeed(); // Add gravity every frame y+=vy*Time::GetSpeed(); // Add velocity to y every frame ... Sleep(1); I then increase the Sleep function parameter to slow the game down. The problem is that the lower the fps gets, the lower the jump becomes. I also tried removing *Time::GetSpeed from the gravity line (seems like it's redundant) but then the character jumps really high when the fps gets low. What am I doing wrong?
  3. Hey all, I have successfully incorporated Steam connectivity in a 3D engine and even made a simple platformer prototype using it (here is me and my friend playing it:).  However, things like prediction and interpolation and the like are above my head.  As such, I'm thinking of taking a step back and making a small turn-based game. The idea is to support a large number of players and to require a small amount of resources.  No giant worlds or dozens of characters or animations or anything.  I can recolor and edit resources though (so I can have different color teams and whatnot). My first thought was a simultaneous board game with some interactivity between players.  I could also do a game like Town of Salem (but different).  Not sure if a multiplayer (3+) card game could be made to work.  Or dominoes.  Games like Master of Magic/Orion/Civ are both beyond my skills and resources. What other turn-based multiplayer games are worth considering?
  4. GameCreator

    Unreal Engine vs Unity Engine

    I'm so glad this thread wasn't locked.  There's a lot of really good reading here for me. As an amateur coder, I tried Unreal because I only know C/C++ and it looked like it would be easier to make a 2.5D platformer with it but the lack of documentation soured the experience.  This motivates me to give Unity a more sincere shot and see how it works out.  I'm using Leadwerks currently and it's a wonderful engine but it would be nice to have access to more features/possibilities.
  5. GameCreator

    Hiring A Coder

    More accurately, I personally don't have the skill to alter Box2D to meet my requirements.  For example, it naturally isn't built to allow jumps through platforms.  You have to kind of hack it in what is, to me, a convoluted way.  When I first tried to implement Box2D, the character stuck to the sides of walls while you held the left/right arrow keys against them, which shouldn't happen, so you had to work around that.  To me it's just much cleaner to do it from scratch and plan directly for what you need the code to do and you're not fighting an existing library/engine.  Again, I have no problem if someone can do miracles and make it act like Guacamelee but to me (and apparently many successful studios) it doesn't make sense.
  6. GameCreator

    Hiring A Coder

      This is pretty much what I had in mind.  Like I think I mentioned, I only need the data handling code of it.  I can put it in the engine I use (Leadwerks).  The coder could use any engine they want to visualize it with.   As I've struggled with modifying existing physics engines to fit and coming up against limitations, I'm not planning on doing that again.  But I wouldn't be opposed to a coder doing it if it gets the results I need.  But I suspect anyone with experience doing this would rather code their own since the pros I mentioned also chose to do this.       This would be pretty ideal too.
  7. GameCreator

    Hiring A Coder

    Specifically the Guacamelee link I included.  Back in 2013 I contacted Drinkbox, the makers of Guacamelee, about if they use Box2D.  This was their response:     As a small example, I use Leadwerks.  It has a great character controller but it's designed for 3D.  To make it use 2D you need to start jumping through hoops.  Even then, if you run down a slope fast enough, you start bouncing.  Which makes sense as far as real-world physics are concerned but not so much for platformer games.  This is the type of stuff I want to avoid by messing with existing engines/libraries.
  8. GameCreator

    Hiring A Coder

    Thanks.  Unfortunately, as far as I know, no engine does this in the way I showed above.  The closest I've seen is the Corgi Engine, written exclusively for Unity.  This is the most likely possible alternative short of me trying to code this myself.   And yeah, this wouldn't be cheap though I estimated dozens of hours just based on how long it took me to make a tile-based platformer.
  9. GameCreator

    Hiring A Coder

    I'm considering hiring a coder and I was wondering what peoples' experiences were with this and what site and/or specific people they could suggest.  Specifically, I'm looking for someone to code a platformer backend/library for me including slopes and character collision.  The most comparable game would be something like Guacamelee [video].  (I've tried physics libraries like Box2D and while I love them, they're not a good fit for this type of gameplay.)   Any suggestions on where to go for this?  Thanks!  
  10. If your goal is just to make a 2d game using C++ but you're still a relative beginner, you may consider using a 2d engine.  This thread asked a similar question and may help: http://gamedev.stackexchange.com/questions/18263/where-do-i-begin-if-i-want-to-write-a-c-2d-game
  11. GameCreator

    Void Pointer

    You were exactly right.  Thank you!  (I'm horrible with pointers and dereferencing and such.)   Funny enough, I fixed that and on one structure it worked but another it didn't.  Couldn't figure it out for a while, until I looked at how I defined the structs.  The IDs were alls... chars.  :blink:  It's a fluke one worked at all.  Switched them to ints and now it works as expected.  Pumped to get some coding done tomorrow.  Thanks again!
  12. GameCreator

    Void Pointer

    I have a simple test program like this which seems to work fine. #include <stdio.h> #include <string.h> #include <stdlib.h> struct datastruct {     int packageID;     int value; } data; void main() {     data.packageID=1;     data.value=5;     void *packet = malloc(sizeof(data));     memcpy(packet, &data, sizeof(data));     printf("%d\n", ((int *)packet)[0]);     printf("%d\n\n", ((int *)packet)[1]);     data.packageID=99999;     data.value=99999;     memcpy(&data, packet, sizeof(data));     printf("%d\n", ((int *)packet)[0]);     printf("%d\n", ((int *)packet)[1]); } But when I try to do similar in my other project, it compiles but crashes.  I send like so... SteamNetworking()->SendP2PPacket(steamuser, &package1, sizeof(package1), k_EP2PSendReliable); Then read like so.     uint32 msgSize = 0;     while(SteamNetworking()->IsP2PPacketAvailable(&msgSize))     {         printf("Packet available...\n");         void *packet = malloc(msgSize);         CSteamID steamIDRemote;         uint32 bytesRead = 0;         if(SteamNetworking()->ReadP2PPacket(&packet, msgSize, &bytesRead, &steamIDRemote))         {             printf("Message size: %d", msgSize); printf("Packet read with ID %d\n", ((int *)packet)[0]); // Crashes on this line             printf("and value %d\n", ((int *)packet)[1]); The program prints out the correct message size but crashes when it gets to the next line.   I'm not sure what I'm doing wrong.  How would I read the two values?  (The eventual goal is to memcpy the packet read into the right struct, depending on the ID.)      
  13. In Ark when you're hungry your health starts dropping and you start getting "dizzy."  But I like the idea of minions not cooperating as well when they're hungry.  Just make sure that you test this and it's not frustrating to the player when they really need their minions.
  14. And a lot of sweat. And blood.  A lot of that too.   Seriously though, following a tutorial or 10 as suggested will give you a much better idea of what you're up against.
  15. GameCreator

    Did you know GDNet turned 17 today?

    That's pretty incredible.  I was around for a few older versions of the site.  Lots of good and helpful people through the years.  And yeah, where has the time gone?  What the hell, time?  Where'd you go?
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