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About lukeymoo

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  1. lukeymoo

    Starting with XNA 4.0

    It's quite simple really, it's when you get to certain game mechanics where it get's really, complex. In my honest opinion once you have the programming skill, it's all down to math. Showing what's on the screen is separate from the game mechanics. Simply program the users input, example if(user presses D) { move player right } Some pseudo code.
  2. Can I ask why your user name is 'SEX'
  3. lukeymoo

    Suggestions for my first 1-man game?

    Go ahead, if the art part makes you nervous just download some free models from the internet
  4. I get an access violation at address 0x100412DD in Space Invaders.exe This occurs after 5 minutes or so... And VC++ can't show me the break in the program, so I have to look at the dis-assembly and I'm not familiar with complex assembly programs so I can't tell exactly. I'm guessing a variable goes NULL after some time for some reason. If you need a bit more info, just ask EDIT: For a more clearer question... Any suggestions as to what the access violation may be related to, any similar experiences ? How would I debug this, I've already debugged a bit, Sound files aren't the problem, nor are the Bitmaps, because I use everyone of them and they show up on screen just fine.
  5. lukeymoo

    Making levels for games

    Well, What I usually see is, something like so... 111111111 100000001 100000001 111111111 Whereas, 1 could be a wall, and 0's open spaces, it's up to you to make the program interpret this from a file, If your a beginner you might want to just hard code your first game's levels, other wise good luck! P.S, if you didn't know, you'll need to use another library to read from and write to files.
  6. lukeymoo

    Starting C++ game. Need some help.

    Create a sprite sheet for the character with all it's frames, use a timer, and variable to animate it at good speeds, I don't know how to do this in SFML, but I've done it in Allegro.
  7. If you don't know how to check return values, I doubt you have learned enough about C++ to get into DirectX.
  8. lukeymoo

    C++ or another language

    Why? What makes C++ so attractive? I can't think of anything. Quite the opposite. Have you even tried anything else? [/quote] Well if you want to get into the bigger part of the gaming industry, C++ is definitely a must, unless you are going for design, there are other parts of the industry that do use Java, etc. Regarding whether or not I've tried anything else, I tried many different languages, Java, Python, VB, but I've never tried going after C#, Simply because I felt more attracted to the difficulty of C++, I don't know why, But when I choose a language, I'll usually go for the most powerful, and difficult language. Yes, I'm also currently learning Assembly, but I don't plan on making a game in it simply because of the amount of lines of code you have to do for a simple task such as printing hello to the screen
  9. lukeymoo

    Platformer Platforms / collission?

    Well from what I've seen, all there is too it is that, you use the text file to draw the map and that's it, as far as collisions, is to test 1 tile ahead of the person in the direction their going in. Don't use pixel movement, and what I mean by that is when you move don't do player.x--; or player.y++; use a way to move 1 tile a time, collisions will be very easy from there
  10. lukeymoo

    C++ Allegro Pausing The Game

    So the game would remain paused as long as the play is holding the button ? But my game looks really, really similar in format to your pseudo code. It might not be as hard as I thought.
  11. lukeymoo

    C++ Allegro Pausing The Game

    Dang, so this could possible get complicated with porting issues eh ?
  12. I've been searching all around, for the existence of a pause function in allegro, I have not been able to find one, and I'm left with the option of multi-threading, to test for a key input while drawing, and moving functions of allegro are disabled. I've even thought about going as far as something like this... class foo { public: bool paused; void init(); bool test_paused(); bool can_move; }; void foo::init() { paused = false; can_move = true; } void foo::test_paused() { if(paused == true) { can_move = false; } } This code is really not in my program, it was just an example of what I was considering. Any thoughts?
  13. lukeymoo

    C++ or another language

    Well When I jumped into C++ I was so confused, But I stuck with it, and now I pretty good with it. If I were you I'd just stick with it, because eventually you'll want to switch back.
  14. lukeymoo

    C++ or another language

    Well, I'm currently learning x86 assembly, C++(4 years and still learning), and I plan on learning C# to make games available for Xbox Live Arcade. When I get to a point where I can churn out 2D games like nothing, Then I'll move to DirectX or Maybe OpenGL (it's industry standard I believe) and begin making 3D games.
  15. lukeymoo

    C++ or another language

    When you look at your Text based RPG, never, ever expect it to be good looking the first week, it's your first game. Not only that, but you've chosen an extremely complicated Game genre 'RPG', you have to have many different variables etc. I think you should just make a text based fighting game, like for example: Your turn... 1. Punch ( Attack 4) - > whereas Attack can be blocked more likely 2. Kick ( Attack 3) - > Kick has less likely hood of being blocked 3. Heal ( 3 left) - > you can only heal a certain amount of times This type of game is mostly on luck. To create an attack system, read up on the rand() function, and use it to pick between a max number Example: rand() % 100 ~~~ rand() % 5 And simply check whether or not the number is a specific number or greater/less than a specific number Using 100 is obviously going to be a number to big for attacking 5 is probably the better choice. I think your more of a 'I just wanna see gameplay' type of game developer, If that's the case, you should be using game maker to make, the actual game-play rather than programming. Because a programmer knows how difficult programming can be and won't tell himself, I'm not getting *squat* done. You'll only discourage yourself, instead look at every little thing you add to the game, and tell yourself that you've reached a new milestone. It's your first game, relax, it may take a while to actually get something playable. But when you do, be sure to post a link to download, because I wanna try it out.
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