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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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  1. Once I had problems with debugging code in visual studio - debugger was stepping the wrong lines. Reason - I copied some code from .pdf file and newlines were wrong. Maybe you can try reopen that file in notepad++, enable all symbols and see what have you got there. :) just an idea.
  2. Indeed, adjusting proper window dimensions, fixed my missing pixel problem. Thanks C0lumbo. Flickering textures to be solved   Update: Ahaa, I was able to solve flickering texture. Turns out, whenever I set camera coordinates according to character position, x and y coordinate were not rounded ( -10.5645;45.4545, for example ) and that resulted, I guess, in awkward camera placement or something. Anyway, coordinate rounding solved it. Thanks.
  3. Hi!   Youtube video with my "game": http://www.youtube.com/watch?v=gR-Hocjsw3w   I have missing pixel problem. At top left corner you can see few readings. My coordinates reading is missing some pixels from x coordinate (00:05 time in video). y coordinate is ok. That makes me believe, than my texture coordinates are calculated correctly. I'm not sure where should I start look for the root of problem. The same thing appears in FPS reading, P is missing pixels. But at the same time, CPU reading is ok.   Flickering - tiles/textures edge is flickering in white color. It is seen only when camera is moving. And again, I don't know where to look to fix it.   If my problems is uncommon, I supplied files as attachments. They are separated for each problem and redundant code removed.   Anyway, I hope for some suggestions
  4. Having read about spatial hashing - that is exactly what I need. [i]"My initial thought is the rocks (or the moving platforms, I assume) should have a set path they follow, so it doesn't worry about colliding with anything."[/i] I guess it depends - is moving object between static objects? In image, I have 2 moving platforms side by side. Thanks [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]
  5. HI! I'm working at my very first game, 2D platformer, and I came across collision problem. Given some random object in map ( object A ), how to find object B for collision check? I attached an image. At bottom, there is blue platform. That specific platform should be checked for collision with 3 objects: player, right and left rock. All other objects doesn't matter. Question: how do I keep [i]link [/i]between those objects? And player, should I brute-check with all objects in map, whether they collide? That seems ineffective. I wouldn't want to keep two-dimensional array for tile positions, because I have moving objects besides player. [url="http://i.imgur.com/JnBbz.png"]http://i.imgur.com/JnBbz.png[/url]
  6. I am using Code Blocks 10.05 Glu.h and gl.h is included from codeblocks/mingw/include. This is all pragma and includes it has. I saw it includes gl.gl.h also, so I removed mine include, thought it goes in circle with includes - no changes. In gl.h there is no pragmas or includes. [code] #if __GNUC__ >= 3 #pragma GCC system_header #endif #include <stddef.h> /* for wchar_t */ #include <GL/gl.h> [/code] Edit: After 10min posting this, I resolved problem. Appears because of SFML that I was using, I had to link (correct order) opengl and glu before SFML files. Did little [url="http://www.sfml-dev.org/forum-fr/viewtopic.php?t=2606&sid=bc315a81f321f17f7b56b87d6ef1dd82"]gogling[/url][url="http://translate.google.com/#fr%7Cen%7CR%C3%A9solu%2C%0A%0AEn%20fait%2C%20Code%3A%3ABlocks%20link%20d%27abord%20la%20configuration%20g%C3%A9n%C3%A9rale%2C%20puis%20la%20configuration%20sp%C3%A9cifique%2C%20il%20linkait%20donc%20OpenGL%20avant%20SFML%2C%0AJ%27ai%20donc%20tout%20fait%20passer%20en%20configuration%20%22Debug%22%20dans%20le%20bon%20ordre"] and translating[/url] . Still, thanks rip-off for help and patience
  7. This is only error I get and it does not mention responsible file. I am new in this and I'm not familiar with linker command line Only libraries/header files I include is SFML, iostream and gl, glu. But I noticed that when I remove all openGL code from my files, it compiles without errors. As you see, code is very basic. I can't put even one line of code - glClearDepth(1.f); [code] glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); sf::Clock Clock; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, -200.f); glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f); glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f); glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f); glBegin(GL_QUADS); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f( 50.f, 50.f, 50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, 50.f); glEnd(); [/code]
  8. Whenever I include <gl\glu.h> in my file, I get c:/program files/codeblocks/mingw/bin/../lib/gcc/mingw32/4.4.0/../../../../mingw32/bin/ld.exe: final link failed: File truncated Question is: why I get this, what it is and how to fix it?