• 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.

wraith811

Members
  • Content count

    51
  • Joined

  • Last visited

Community Reputation

125 Neutral

About wraith811

  • Rank
    Member
  1. Tom KQT,   Thank you for your help.  Yes, it is 2D.  I'll take a look at the article.  My only concern is that my hexagons are 2d texture images so the math may not work quite as well as with a 2d primitive using math to display it.  The other flip side is that I'm inexperienced at applying some of the math concepts to xna.  If all else fails, I may just use a simple circle or rectangle check and leave it at that.
  2. I've been trying to learn how to highlight a hexagon when the cursor is over a hexagonal tile. I've read several articles that explain it using a "mouse map" texture image that helps to determine if the cursor/mouse is within a hexagon on a tile map. However, I can't seem to get it to work. I originally tried using the tutorial from Kurt Jaeger's xna resources but its mainly for isometric tiles. I then found an explaination on gamedev.net but my puny brain can't seem to comprehend it. If someone could help explain this concept of using a "mouse map" or maybe an easier method would be great. Unfortunately, it won't let me upload my solution.  If you need to see my project, let me know a way of posting it.  Thanks.   I forgot to mention, this is in XNA 4.0
  3. Well, its official, I'm a moron! For some reason I decided to check the weapon.h file and realized that I was missing a semi-colon at the end of the class definition. Thanks man for pointing me in the right direction. Its amazing what the brain can do and can't do sometimes :)
  4. I kind of understand the article but how come depending where I move the weapon.h file inside the library.h file I get different errors. To me that would signal that their is some kind of dependency issues. What I don't get is that it's a header file so it shouldn't be dependent upon any other file except the file that explains its parent class. Still confused and unsure what to do.
  5. I've tried to put together this text based game and I'm having trouble trying to get it to work. Every time I try to use a weapon.h the game will not compile; however, when I comment it out the game works fine. I just can't use weapons as objects. Here is the output build at pastebin.com: http://pastebin.com/Dw3kQMwc The complete game is at pastebin.com as well here: http://pastebin.com/UfkKJ8FT Thanks, let me know what you think.
  6. Thanks I'll give it try and see what I can find out.
  7. This is in visual basic 2008. I'm unfamiliar with this error and the only clue its giving me is this line of code: device.StretchRectangle(image, source_rect, backbuffer, dest_rect, 0) Here is the whole code: Imports Microsoft.DirectX Imports Microsoft.DirectX.Direct3D Public Class Form1 REM define some useful constants Const SCREENW As Integer = 800 Const SCREENH As Integer = 600 Dim BLACK As Integer = RGB(0, 0, 0) REM Direct3D device variable Dim device As Direct3D.Device REM create image from a Direct3D surface Dim image As Direct3D.Surface Private Sub Form1_Load(ByVal sender As Object, ByVal e As System.EventArgs) _ Handles Me.Load REM resize the form Me.Size = New Size(SCREENW, SCREENH) Me.Text = "Bitmap Loading Demo" Me.Setstyle(Controlstyles.AllPaintingInWmPaint Or _ Controlstyles.Opaque, True) REM get the desktop display mode Dim adapterNumber As Integer = Manager.Adapters.Default.Adapter Dim mode As DisplayMode mode = Manager.Adapters.Default.CurrentDisplayMode REM set up the presentation parameters Dim params As New PresentParameters params.Windowed = True params.SwapEffect = SwapEffect.Copy params.AutoDepthStencilFormat = DepthFormat.D16 params.EnableAutoDepthStencil = True params.MultiSample = MultiSampleType.None params.BackBufferCount = 1 params.BackBufferWidth = SCREENW params.BackBufferWidth = SCREENH REM check video card capabilities Dim flags As CreateFlags flags = CreateFlags.HardwareVertexProcessing flags += CreateFlags.PureDevice REM Create the Direct3D device device = New Device(adapterNumber, DeviceType.Hardware, _ Me, flags, params) REM load the bitmap file image = device.CreateOffscreenPlainSurface(SCREENW, SCREENH, _ Format.A8R8G8B8, Pool.Default) SurfaceLoader.FromFile(image, "sky.bmp", Filter.None, BLACK) End Sub Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs) REM begin rendering device.BeginScene() REM clear the back buffer device.Clear(ClearFlags.Target + ClearFlags.ZBuffer, Color.Green, 1.0, 0) REM specify the drawing rectangles for the image Dim source_rect As New System.Drawing.Rectangle(0, 0, SCREENW, SCREENH) Dim dest_rect As New System.Drawing.Rectangle(0, 0, SCREENH, SCREENW) REM get reference to the back buffer Dim backbuffer As Direct3D.Surface backbuffer = device.GetBackBuffer(0, 0, BackBufferType.Mono) REM draw the image device.StretchRectangle(image, source_rect, backbuffer, dest_rect, 0) REM stop rendering device.EndScene() REM copy back buffer to the screen device.Present() End Sub Private Sub Form1_KeyDown(ByVal sender As Object, _ ByVal e As System.Windows.Forms.KeyEventArgs) Handles Me.KeyDown REM check key code for ESC key If e.KeyCode = Keys.Escape Then REM destroy the Direct3D device device.Dispose() REM destroy the image image.Dispose() REM end the program End End If End Sub End Class Thanks!
  8. Yeah, I started the project the New -> Projects -> Win32 Console I finally figured it out. I just manually linked it to the kernel32.lib, I guess it must have changed when I installed the SP1 for vs2008. I've had issues with directX libs but never with this one. Now it works. Thanks so much for your time and effort. I appreciate. Another episode in the saga for my career in programming. :)
  9. I don't think I turned any settings off. Where would I check? The only thing I did differently today versus any other day was download VS Basic 2008 express and installed it and installed SP1 for VS2008. Unless something happened during the install.
  10. For some reason I'm getting this error that says it cannot open file 'kernel32.lib'. And I'm running the simplest program ever. Hello world. #include <iostream> using namespace std; int main() { cout << "Hello world!"; return 0; } Not sure whats going on.
  11. Thanks for the help. I was a little confused when I looked inside the DirectX SDK and didn't find the file. What you said now makes perfect sense. Well I ran the program after the correction, and I'm not getting any sound. Do have any ideas on what might be the problem? The sound files are in the projects folder with the program files. Not sure how to solve this. I appreciate the help.
  12. I'm having trouble trying to figure this problem out. I'm using a program from Jonathan Harbour's Beginning Game Programming that shows an example of using sound in a program. However, I tried to find the "dxerr9.lib" file and all I could find was a "dxerr" file. I'm using VS 2008, is that too new for this program. Here is the output build: Build started: Project: Play_Sound, Configuration: Debug|Win32 Command Lines Creating temporary file "c:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Play_Sound\Debug\RSP00000D10321296.rsp" with contents [ /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Gm /EHsc /RTC1 /MDd /Fo"Debug\\" /Fd"Debug\vc90.pdb" /W3 /c /ZI /TP ".\DirectSound.cpp" ] Creating command line "cl.exe @"c:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Play_Sound\Debug\RSP00000D10321296.rsp" /nologo /errorReport:prompt" Creating temporary file "c:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Play_Sound\Debug\RSP00000E10321296.rsp" with contents [ /OUT:"C:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Debug\Play_Sound.exe" /INCREMENTAL /MANIFEST /MANIFESTFILE:"Debug\Play_Sound.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Debug\Play_Sound.pdb" /SUBSYSTEM:WINDOWS /DYNAMICBASE /NXCOMPAT /MACHINE:X86 d3d9.lib d3dx9.lib dxguid.lib dinput8.lib xinput.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib ".\Debug\DirectSound.obj" ".\Debug\MyWindows.obj" ".\Debug\MyGame.obj" ".\Debug\MyDirectX.obj" ".\Debug\Play_Sound.exe.embed.manifest.res" ] Creating command line "link.exe @"c:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Play_Sound\Debug\RSP00000E10321296.rsp" /NOLOGO /ERRORREPORT:PROMPT" Output Window Compiling... DirectSound.cpp Linking... LINK : fatal error LNK1104: cannot open file 'dxerr9.lib' Results Build log was saved at "file://c:\Users\DeeDubb\Documents\Visual Studio 2008\Projects\Play_Sound\Play_Sound\Debug\BuildLog.htm" Play_Sound - 1 error(s), 0 warning(s) Thanks, let me know if you want to see the whole program.
  13. Cool, thanks for the pointer. The only reason I used the HAL was because it was in the book. To tell you the truth, I don't even know what the heck HAL is other than the computer in Space Odyssey 2001 :).
  14. Wow! You guys are amazing. Once again you guys have bailed me out. It was the silly semicolons. I just don't understand how I can miss such small things. The other question you had, that was supposed to be an ampersand. I'm not sure what happened there. But the program works. I'm trying hard to learn how to program, but it seems like every time I do, I run into more problems. As long as I have you guys for help, I'll keep trying. Thanks for your time, I appreciate it.
  15. So if I'm getting a generic message about the direct3d failing to initialize, where would I start to put the custom made message? Right under the d3d -> CreateDevice function? And what do I do with the original message put //'s in front to get it to shut up?