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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.

xzbobzx

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  1. [quote name='Álvaro' timestamp='1352397825' post='4998950'] I think this is all you need: [code]double const pi = atan(1.0)*4.0; double const degrees = pi/180.0; Velocity_X = -Speed * sin(Rotation * degrees); Velocity_Y = Speed * cos(Rotation * degrees);[/code] You need to make sure your angles are in radians before you pass them to cos() or sin(). [/quote] That works great! Thanks man, massive kudos.
  2. So I'm working on a 2D, top-down racer-ish game and I devised an interesting algorithm using cosines and angles to calculate the speed vector. Too bad for me, it doesn't work like it's supposed to. [CODE] if( Rotation > 0 && Rotation < 90 ) { float Section_A = Speed*cos(90-Rotation); Velocity_Y = Speed*cos(Rotation); Velocity_X = Section_A - Section_A - Section_A; } else if( Rotation > 90 && Rotation < 180) { float Section_B = Speed*cos(180-Rotation); float Section_C = Speed*cos(Rotation-90); Velocity_Y = Section_B - Section_B - Section_B; Velocity_X = Section_C - Section_C - Section_C; } else if( Rotation > 180 && Rotation < 270) { float Section_D = Speed*cos(Rotation-180); Velocity_Y = Section_D - Section_D - Section_D; Velocity_X = Speed*cos(270-Rotation); } else if( Rotation > 270 && Rotation < 360) { Velocity_Y = Speed*cos(360-Rotation); Velocity_X = Speed*cos(Rotation-270); } else if( Rotation < 1 ) { Velocity_Y = Speed; Velocity_X = 0; } else if( Rotation > 89 && Rotation < 91 ) { Velocity_Y = 0; Velocity_X = Speed - Speed - Speed; } else if( Rotation > 179 && Rotation < 181 ) { Velocity_Y = Speed - Speed - Speed; Velocity_X = 0; } else if( Rotation > 269 && Rotation < 271 ) { Velocity_Y = 0; Velocity_X = Speed; } Position_Y = Position_Y + Velocity_Y; Position_X = Position_X + Velocity_X; [/CODE] (0 rotation means the car is facing down, 90 it's facing left, 180 up, 270 right. At >359 rotation goes insta 0.) All that this does, is spaz out. In my theory it should work, but apparently it does not. Can anyone help?
  3. A spam a day keeps the inactiveness away.
  4. Lol, advertising groups works. :o
  5. [quote name='fastcall22' timestamp='1304441195' post='4806013'] By default, when you run your program from within the IDE, the working directory is set to "$(ProjectDir)", which is the directory containing the project file and source files. However, if you were to run your program from outside the IDE, then the working directory is the directory of the executable. You can change the working directory of a program by going to the project properties (alt+f7), and changing the "Working Directory" field under "Debugging->General". [/quote] Ah, ok, so it should work if I placed the 'hello.bmp' in the folder containing the .exe? Edit: it worked.
  6. I also get this sometimes: LINK : [external drive]\SDL_Tutorial\Debug\SDL_Tutorial.exe not found or not built by the last incremental link; performing full link [external drive] being, of course, my external drive. :|
  7. Also didn't work... :|
  8. Tried all other options, doesn't do anything... :c
  9. I clicked the properties on hello.bmp, and it said; Item Type: Does not participate in build
  10. SDL_LoadBMP failed: Couldn't open hello.bmp That's what I got in stdout.
  11. I guess I'll go over the setting up part once more.
  12. Its there and in the right path, but It still doesn't work. :c
  13. So I tried lesson 1, all compiles fine. But when I run the program it's just a black screen without any picture on it, what have I done wrong?
  14. Spiderwebs make you go REALLY slow on minecraft.... :<