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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 jnmacd

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  1. Wouldn't that just bork all of the array instead of just the first double? Yes, he asked why only the first got screwed up. This will screw all of them up.
  2. Well you are pointing to the first element in the array, then modifying only sizeof(double) bytes. Any memory after sizeof(double) bytes should be unaffected.   To modify all,  memset(ma,1,sizeof(double)*5); This has nothing to do with reinterpret_cast.
  3. Yes, my main development environment.
  4. Its hard to read your code since its not formatted... but it looks like you are creating sceneItem as a local variable on the stack, then saving the memory address and trying to access it when sceneItem goes out of scope.   You can't do this.
  5. You should not be storing an iterator. Instead, search for the town inside the list, then remove the town from the list. Then delete the town. [code] std::list<town*>::iterator it; for (it=townList.begin(); it!=townList.end(); ++it) { if (*it == u) { townList.erase(it); break; } } delete u; [/code]
  6. Qt is great for cross-platform stuff.
  7. Use your debugger and step through the deletion. Lots of stuff happens when you free memory. Not only does the destructor of Wall get called, but also the destructors of any object that Wall contained and VisibleGameObject. Post the class definition of both Wall and VisibleGameObject Edit: Does GDB not automatically break execution when it crashes?? The debugger should catch this. What IDE are you using?
  8. What is your wall destructor?
  9. Notepad++ has worked on 600MB files for me.
  10. What line is it actually crashing at? Unless one of these pointers already got deleted somewhere else, there is nothing wrong with your loop. However, it is always a good idea to also empty the vector when you are done... but this shouldn't be a problem here. [CODE] Map::~Map() { std::vector::iterator iter = _mazeMap.begin(); for (iter = _mazeMap.begin(); iter != _mazeMap.end(); ++iter) { delete *iter; } _mazeMap.clear(); } [/CODE]
  11. Well this seems odd... If gameBall.Location.Y > Me.Height - gameBall.Size.Height Then gameBall.Location = New Point(gameBall.Location.X, Me.ClientSize.Height - gameBall.Size.Height)You check for one condition, then set it to some other size... why not always use Me.Height? or Me.ClientSize.Height?
  12. He's just bias towards linux.Linux does make some libraries very easy to get with apt-get, but definitely have Windows as the host operating system. Maybe you would want to have linux run in a virtual machine.
  13. You can not have dynamic variable names in C++. Use a container instead. std::vector<Bullet>
  14. //Collisions detection with sides of scene if( player->xPos < 1 || player->xPos + PLAYER_WIDTH > SCREEN_WIDTH ) { player->xPos -= player->xVel; } You need to actually physically set his position here. if (player->xPos < 1) player->xPos = 1; else if (player->xPos +PLAYER_WIDTH > SCREEN_WIDTH) player->xPos = SCREEN_WIDTH - PLAYER_WIDTH; else player->xPos += player->xVel;
  15. [quote name='nano511' timestamp='1312509811' post='4844827'] [code] else { if( monsterXPos == xPos ) { health - 1; if( health < 0 ) health = 0; xVel += 40; yVel -= 5; } } [/code] [/quote] You are not affecting health.