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PeterVercauteren

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About PeterVercauteren

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  1. PeterVercauteren

    help with DungeonGame

    Oh nice thanks, will check into it later on
  2. PeterVercauteren

    XNA and Windows 8

    A small update on someone who attended the CapArea: http://forums.create.msdn.com/forums/p/91616/553378.aspx#553378
  3. PeterVercauteren

    XNA and Windows 8

    Hi, First of if there is a previous thread on this please let me know... As I tried searching for this topic and couldn't find it (for some reason its impossible to search for windows 8 as 8 is to short) Okay, so after reading a few articles it's seems a few of the indie/game developers will struggle with publishing their games in the upcoming app store. Only metro style apps will be able to be published. For those who doen't know what metro style apps are: http://msdn.microsof...0(v=VS.85).aspx The XNA framework for example will not be permitted. A quote from the presentation of developing for W8 http://channel9.msdn...D2011/PLAT-766T (around 36 minutes) The bits for XNA aren’t really there. XNA is supported for desktop games, but for building Metro-style games you should use D3D. We’ve brought some of the functionality that XNA has into the APIs for Metro-style apps and there’s a couple of talks on how to do things like audio and input. … But the “drop a project in”… that’s not something you can do.[/quote] So game devs who use the XNA framework would also be responsible for marketing. Also will XNA still be updated in the future? I suppose less people will be interested.
  4. PeterVercauteren

    Rhythm Game - Project Flow and Questions

    I had a similar idea of making a guitar hero like game with a twist. But I'm still just a rookie so this project is in the freezer The links I had on are a document I can't find yet, but I do recall a few website: http://forums.create.msdn.com/forums/p/27745/170907.aspx http://adionsoft.net/bpm/ I do think you'll need to use external libraries for this. Hope this helps
  5. PeterVercauteren

    help with DungeonGame

    Yes, as the problem resides when there is a closed door for example, a non-walkable tile, or even a wall. So you need to know how you can walk and if its in range to actually highlight the place. sorry for the late response btw, but had a busy weekend
  6. PeterVercauteren

    help with DungeonGame

    Anyone able to help me on this?
  7. PeterVercauteren

    XNA book mistake?

    Hi, So I recently borrowed a book called "XNA Game Studio 4.0 Programming" Now for those who have this book, the passage I'll be talking about is page 37. Here it explains how to move a sprite (continuously) around; when the sprite hits the borders it will bounce of. Now this is the code it uses: position += (velocity * (float)gameTime.ElapsedGameTime.TotalSeconds); if (!GraphicsDevice.Viewport.Bounds.Contains(new Rectangle( (int)position.X, (int)position.Y, texture.Width, texture.Height))) { bool negateX = false; bool negateY = false; // check if hits left or right wall if ((position.X < 0) || ((position.X + texture.Width) > GraphicsDevice.Viewport.Width)) { negateX = true; } // check if hits top or bottom wall if ((position.Y < 0) || ((position.Y + texture.Height) > GraphicsDevice.Viewport.Height)) { negateY = true; } // move back to where you were before position -= (velocity * (float)gameTime.ElapsedGameTime.TotalSeconds); if (negateX) velocity.X *= -1; if (negateY) velocity.Y *= -1; position += (velocity * (float)gameTime.ElapsedGameTime.TotalSeconds); } Now, I get the meaning of the code... except for // move back to where you were before position -= (velocity * (float)gameTime.ElapsedGameTime.TotalSeconds); Why would this be needed? Regards
  8. PeterVercauteren

    help with DungeonGame

    As I'm bored at work, I'm writing up some ideas, codes, links for resources and so on. I was thinking of a highlight system for the movement, attack range. Now I was thinking of starting of from the players position... So let's say player is at 0,0 then we check -1,-1 / 0,-1 / 1,-1 / 1,0 / 1,1 / 0,1 / -1,1 / -1,0 then the tiles next to these. when in range I set a highlighttexture on it (transparency). But when should i stop? as the range has no direct link to the coordinates of where the player stands. Also using this feature you can walk through walls.... I did found however an algorithm for short pathfindings, which might be usefull for walking around walls http://en.wikipedia.org/wiki/Dijkstras_algorithm But how combining them? Is there any existing article on this?
  9. PeterVercauteren

    help with DungeonGame

    @[color="#1c2837"]Viscis: Thanks alot, these codes are quite usefull [color="#1c2837"]I'll continue writing the game on thursday, I'll let you know how it goes! [color="#1c2837"] [color="#1c2837"]@laztrezort: Really usefull links thanks! [color="#1c2837"] [color="#1c2837"]I'll look further into the algorithms of the FOV. [color="#1c2837"]Alhtough I propably wont be using a maximum vision distance, but instead just room by room. Line of sights stay important though.
  10. PeterVercauteren

    help with DungeonGame

    Well I'll be trying to do a combination of the 2. So just set a type of the tile and save the coordinates for calculation purposes between 2 tiles. One thing that bothers me thought is corners and line of sight. I was thinking of using a tiletype like for example "Block(texture)" with this I can set for example wall, statues, columns, ... But then the line of sight is from center of tile1 to center tile2. How do I check if in between there are blocks? And about these turn events? any thoughts?
  11. PeterVercauteren

    help with DungeonGame

    Hi, So I recently started writing code in XNA C#. I managed to pull off some gametests and movement (minigolf & pong). Now after a few tutorials and articles I created a multilayered TileEngine (most code comes from XNAresources.com) A start for my simple dungeon runner (d&d, descent boardgame like). But what I'm curious for is, how to manage my code. I suppose you guys are familiar with the gameboard Descent or d&d like games. a Tile can be made from just dirt, ice, lava, mud, .... these have certain caracteristics (like slowing movement, damage players) or a trap can be set onto that tile by the dungeon master. Now is it best for me to write a set of properties like single slow = 1; single damage = 5; ... or use something like tile type = ice; 'or tile type = lava; Also any suggestion on how to proceed any further? Networking will be used somewhere next year. my idea is to introduce a card system, which will propably be a list of cards in an xml file. There will be several types of cards (items, player improvments, DM improvments like traps, spawns, ...) What would be a good way to implement the use of these cards? as some can be used whenever a player wants (in the DMs turn for example) I suppose a better question would be, how to implement the turn function? (movement, attack, ..., next player, DMs turn) Regards Peter
  12. PeterVercauteren

    minigolf issue - ball movement

    [font="Arial, Helvetica, sans-serif"][color="#333333"] Hi, So as stated in a previous question, I'm creating a basic minigolf game, as test. So I managed to move the ball and bounce it off walls. 'create simple form with small picturebox as "gameBall" and timer as "gameTimer" Public Class Main Dim pt As Point Dim speed As Double = 0.07 Dim xVel As Double Dim yVel As Double Private Sub Main_MouseClick(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles Me.MouseClick xVel = (pt.X - gameBall.Location.X) * speed yVel = (pt.Y - gameBall.Location.Y) * speed gameTimer.Enabled = True End Sub Private Sub Main_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles Me.MouseMove pt = New Point(e.X, e.Y) Me.Refresh() End Sub Private Sub Main_Paint(ByVal sender As Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles Me.Paint e.Graphics.DrawLine(Pens.Black, gameBall.Location.X, gameBall.Location.Y, pt.X, pt.Y) End Sub Private Sub gameTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles gameTimer.Tick 'move ball gameBall.Location = New Point(gameBall.Location.X + xVel, gameBall.Location.Y + yVel) ' Check for top wall. If gameBall.Location.Y < 0 Then gameBall.Location = New Point(gameBall.Location.X, 0) yVel = -yVel End If ' Check for bottom wall. If gameBall.Location.Y > Me.Height - gameBall.Size.Height Then gameBall.Location = New Point(gameBall.Location.X, Me.ClientSize.Height - gameBall.Size.Height) yVel = -yVel End If ' Check for left wall. If gameBall.Location.X < 0 Then gameBall.Location = New Point(0, gameBall.Location.Y) xVel = -xVel End If ' Check for right wall. If gameBall.Location.X > Me.Width - gameBall.Size.Width Then gameBall.Location = New Point(Me.ClientSize.Width - gameBall.Size.Width, gameBall.Location.Y) xVel = -xVel End If 'stop ball If speed = 0 Then gameTimer.Enabled = False End If End SubEnd Class But I come across small problems: 1. when you move the mouse a few pixels away from the corner at for example a tad more than 90° you'll see that the ball wont move or that it moves straight upwards or downwards and not a few degrees off. 2. There seems to be a problem with the bottom and right wall... the ball keeps bouncing off outside the form although i use the me.clientsize control. Any ideas why this is happening? Regards[/font]
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