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KazenoZ

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About KazenoZ

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  1. Right, so playtesting it is then. A little too early in development for that, but I'll keep it in mind. Thanks alot all of you(Upvoted everyone) =) By the way, though, the game is a traditional zombie survival game, not a tower defense. I'm mainly using CoD Zombies as reference.
  2. Hello, Well, here's an interesting theoratical question. I'm making a zombie game in Unity for school's finals projects, and I just started work on the wave manager script. Everything is going fantastically so far, but I was just wondering, since I couldn't find any articles anywhere online, how exactly do games typically plan their difficulty progression? How should I construct the formula to decide how many spawns should be on every wave? I could always go with a simple straightforward calculation of something like waveSpawns = wave*4, but that just doesn't seem right at all. I want to know what methods are usually used in zombie games, or even just any other game that uses similiar difficulty progression logic. Thanks alot for any input.
  3. Thanks for that, but I couldn't really find any sources to learn that at that were very easy to get into, any chance you know of somewhere that has peraphs some examples or tutorials? Or rather a library that does it easier? Thanks.
  4. Hello, I'm kind of new to networking, I've done a bit of it before, but only using .NET's classes which made it really really simple. Currently, I'm looking for a library for my game engine that will allow me to implement my multiplayer design(All the code is ready other than API code to send and receive info and manage the connections). I'm looking for a library for native C++ that matches these requirements(In order of importance): -Can send and receieve strings of text(I've tried looking into SDL_Net since my engine is SDL based, but that API only allows for transferring of set-sized values of data, but I can't know what the length of my strings will be, I need something that works like .NET's networking structure with the StreamWriter and StreamReader classes).-As high level as possible. -Is well documented, or has resources to learn from. -LGPL license, or something similiar. If not, then something cheap, as I'm low on resources... -Would be familiar for me to work with after working with .NET's TcpClient class. Yea, I realize that there probably is nothing that is this perfect out there, but if you know my requirements of it, you might know something that answers at least a few of them. Any other APIs that you could suggest would be awsome as well. Thanks alot!
  5. Sorry for the bump, but this thread is already down a few pages and the solution still eludes me, and I really need to learn something soon so I can tell where to take my project next. So, does anyone know anything?
  6. Hello, I'm sorry about this being a kind of a raw question, but I'm just not really even sure which direction is right to head at. Anyway, let me explain the problem; I have a game, written in C++/SDL for PC, and I'm looking at possibilities of integrating Facebook activity into it(Upload screenshots from the game, posting status from the game to your profile, etc), but I am quite baffled. The first thing I checked as a possibility, naturally, was if such an API exists natively for C++, but apparently there is nothing. The second method I came up with was to use Facebook's API for web using Javascript, or one of the other languages it supports, and call in a command from inside the C++ program to open up the JS app and use command arguments to manage automatic uploading. The problem I ran into with this one is that, looking at the documentation on Facebook's developer page, there is no way to automate the process, and they only have code snippets in which I'll require my users to interact with the uploader app themselves instead of letting it work behind the scenes so they could continue playing. Third, and this is one that I have not looked too much into because it just seemed to complicated to be feasible, is to create an applet using Java, or one of the languages Facebook supports for Facebook Apps, that will be launched using a command from the game's program, that app will already be on Facebook, so I'm atleast assuming that it'll have some access to status posting and image uploading naticely. The game's program will upload the request status or image via command arguments, and the app will work as a middlepoint between the game and your Facebook profile. Regarding this one, I have not checked much about the background of it, and honestly, I'm not even sure that passing command arguments to it would even be possible... So, that leaves me asking you guys, are any of you aware of a solution to uploading from C++ to Facebook profile? Are any of these ideas are worth pursuing? Maybe something else? Thanks alot!
  7. Meh, figured it out... I was making the call to SaveBMP from a point in the code before the screen surface was populated.. Created a flag trigger for it to be called after the flip, and now it works fine.
  8. Hello, Just found out about this nifty little function in SDL, letting you capture your screen, however, experimenting with it showed me that every time I try to use it on my main screen SDL_Surface, I always get the output file as a blank image at the size of the screen. The function returns a 0, so it was successful in its' own eyes. A Google search about it gave me nothing to work with =\ I'm not using OpenGL. Any information about this would be much appreciated. Thanks!
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