Jump to content
  • Advertisement

cockscockscocks

Member
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

95 Neutral

About cockscockscocks

  • Rank
    Newbie
  1. I've been going back and fourth at this for months and months and no luck. I want to know how to load a bitmap or ANY image from a file and put it on a window. I've read every tutorial possible and sorry, none I understand enough to actually write the code and get it working myself. I can't afford anything money related, so some step-by-step help would be appreciated, even if minimal. It's frustrating because I can't do it no matter what I do, where I turn, etc. And it's been months of no hope and you can imagine that kind of frustration. So if anyone can help in any way to get me able to actually do it, I'd appreciate it more than can imagine. I can use Windows API somewhat, but not enough to understand exactly how to load an image from a file and blit it. I've done it, but it doesn't work. And I have no idea about OpenGL much at all.
  2. I DO know how to put them together in a broad sense. I figure that instead of just writing as you go it's best to have the whole idea of the game and every aspect of it written down first. That way when you write the code you write each segment/part of it based on the aspects of the game you've broken down. A good example would be for an RPG using Windows API and C++(sorry if you use Mac or such but the concept applies to all): Character Stats: HP > container variable representing the current amount > short or int HPCUR. HP2 > container variable representing the maximum amount > short or int HPMAX. STATS > container for each of the character's stat that will hold information for display on a status screen > ex. short or int STRENGTH or DEFENSE, LEVEL, etc. Enemy Stats: Same as character. Command Menu: CURSOR > One variable which represents the current position of a cursor upon command selection, such as in Final Fantasy games > CURHOVERATTACK, etc. Another variable or a cut-off extension of the same one can represent the cursor's confirmation prompt or "point" to a target before completing the selection or command > CURCONFIRMATTACK, etc. Timing: Use several timer variables or loops to determine who or what can act first. If one goes first then activate a BOOL to hold the data regarding the waiting value until the target finishes their attack and then call or check to see if the BOOL is true then complete the attack, negate a blank data bank of all data and repeat. Simple. > PATTACK = FALSE, PWAIT = TRUE; if(PWAIT){attack >> rest of code here} I can go on and on if you want me to, but that's pretty much the ideal there. Who agrees?
  3. cockscockscocks

    Help with a game programming issue in general.

    I heard that a game engine is just part of your code that implements the loop of a game and passes it on to the control of a window? That's easy if so. I just need help with certain AREAS, like Windows API and how to draw an image from a file to a window. [/quote] Not even close. I would say that the game engine gives you the software, you just have to worry about making the game. . [/quote] Okay, sorry for being not so precise there. But you don't need a "game engine" to actually create "games." I've programmed small games before using the Windows GDI shapes and such and used no game engine whatsoever. And they had a 2D renderer that I programmed using the a swapping loop of multiple buffers that animated a background based on the world position that the character was in. For example, character.worldposition > 450 then background.worldposition++ and loop while there is movement. It was certainly harder and took over 20,000 lines of code, but there was no actual game engine present like you'd think(unless you'd consider my own work an engine). I still can't load images from files to a Window's window though if anyone wants to give some input.
  4. [color="#ff0000"]Moderator Note: Please take anything in this post with a grain of salt, as the "IHavePoorTaste" account has been banned for the following reasons: Originally signed up with an offensive and inappropriate username (since edited by a moderator)Is a duplicate of a previously banned problem-userIs fairly obviously trolling the forums. The responses from users are however pretty good considering and may be of some value if you're interested in the topic.[/quote] What's up with all these "tools" nowadays? Free source game engines? Really? That's depriving programmers the actual work of the game as a whole. I might sound a little crazy by saying this, but I think it's actually more fun, and to every last bit(literally), to program games more in a "from scratch" kind of way. I'd rather, instead of with all those "complications" with destructor, constructor, type conversion, polymorphism, OOP, just write all code in a more Boolean logic sort of paradigm. Instead of using any OOP, define the parts of the code yourself and just comment them, break every aspect of the game's parts piece by piece, layer everything out, get everything necessary and written out before you start writing code so you know where everything will go and what everything will do, then just do it. I'm definitely against OOP, I hate it to the core by all means possible. I prefer more of a sort of "functional" programming style in a mostly Boolean logic kind of sense. Now is this just me? Do others somewhat agree here? I mean sometimes these "tools" may come in handy, like game engines, but understanding what they are and how to make them yourself would be much more rewarding, given the programmer can make one themself with the right tutorials and instructions and can feel accomplished by literally completing every aspect and part of the game yourself, bottom up.
  5. Does it matter? Depends on what YOU think. I would say that somewhat decent graphics will eventually matter, but having excess work on graphics and little work on playability can occur. Decent graphics, decent game. That's your simplest way. Artwork like Final Fantasy 6 is good(just search for gameplay on YouTube). Those kinds of games people still enjoy nowadays and they're simple, decent animations of characters and such, all within 50 pixels wide and high. A game with those graphics, more or less, will be great.
  6. cockscockscocks

    Help with a game programming issue in general.

    I heard that a game engine is just part of your code that implements the loop of a game and passes it on to the control of a window? That's easy if so. I just need help with certain AREAS, like Windows API and how to draw an image from a file to a window.
  7. [font="Arial"]I would appreciate some help regarding programming 3D games like Final Fantasy. I have decent skill in C++, but I really do bad at Windows API. I would mind if you could give me some instructions on building an API? I can't afford one like DirectX and DirectX is highly difficult and somewhat annoying as well. I can also wonder if you can provide me a free manual or tutorial on loading data from files and putting them in windows window? I just have trouble with graphics only. I've been struggling for several years now and have no money so please no books or college. [/font]
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!