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      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.


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About RipeTomatoe

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  1. OK, so it's all working now, I don't really know what I changed, but it's working, and I'm going to test it on more machines to make sure it's a good thing. Thanks for all your help guys!
  2. I finally got the DirectX debugger to show up (I accidently enabled the 64-bit one, instead of the 32-bit one) and it is showing me warning's about ignoring redundant SetSamplerStates, and SetRenderStates. I assume this code is actually in the d3dxmesh class, because I never call those functions in my code. This is the only error I get now [code]Direct3D9: (ERROR) :Invalid flag D3DCLEAR_ZBUFFER: no zbuffer is associated with device. Clear failed.[/code] it also doesn't like any depth stencil code. I'm really stumped at this. It's now showing, but since it doesn't have depth everything is stacked on each other.
  3. [quote name='Hodgman' timestamp='1329877500' post='4915369'] You're performing rendering operations outside of a begin/end-scene pair. [/quote] Well I moved around my begin and end scene pair, and it still works on my laptop, but not my desktop. I know that the clear command is working because the texture gets the colour. However it seems like nothing is rendered onto that texture.
  4. I switched to the debug, and nothing is appearing that is out of the ordinary. Also all the HRESULT values are return S_OK. -Daniel (Ripe)
  5. Let's just jump straight into code: [code]void beginRender(void) { pd3dDev->GetRenderTarget(0, &pBackBuffer); pRenderTexture->GetSurfaceLevel(0, &pRenderSurface); pd3dDev->SetRenderTarget(0, pRenderSurface); pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->BeginScene(); }; void endRender(void) { pd3dDev->EndScene(); //Do RTT effect->SetTexture("Screen", pRenderTexture); effect->SetTechnique(effect->GetTechniqueByName("BlackAndWhite")); pd3dDev->SetRenderTarget(0, pBackBuffer); pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(100, 0, 0), 1.0f, 0); pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->BeginScene(); setUIVertDecl(); pd3dDev->SetTexture(0, pRenderTexture); pd3dDev->SetStreamSource(0, pRenderVB, 0, sizeof(VERTEX2D)); UINT cPasses; effect->Begin(&cPasses, 0); for(UINT i = 0; i < cPasses; i++) { effect->BeginPass(i); pd3dDev->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2); effect->EndPass(); } effect->End(); pd3dDev->SetTexture(0, NULL); pd3dDev->EndScene(); pd3dDev->Present(NULL, NULL, NULL, NULL); mouseState.x = mouseState.y = 0; SetCursorPos(wWidth/2,wHeight/2); };[/code] So basically this code works flawlessly on my laptop, but when I try and run it on my desktop the texture is black. I've experimented with the shader and the shader is working fine. The scene itself renders fine when I don't save it to a texture. I'm really stumped on this one, if anyone needs more code snippets I'll be happy to show some more. Thanks in advance, Daniel (Ripe)
  6. http://www.fmod.org/forum/viewtopic.php?t=13593 That's my original thread over on the fmod forums. I decided to post here as well just to get more feedback, I'm really stuck. It's not hindering the development of my game, but I know that compatibility will be a big issue when my game is tested. Thanks for your help in advance. -Ripe
  7. OK, this should be a quick answer, but I need to texture a circle (home made coding a circle) if you need I can post how I do it, but it's really math intensive and I don't want to scare people. Also I need to know how to rotate it (once again HOME MADE ROTATE, none of that glRotatef crap) when need be. thanks in advance for all the help.