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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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About xDancinpoptartx

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  1. You should definitely turn BallShooter into an app for the phone! Maybe add a timer to where you get one ball and it freezes and you have a set time to catch the rest of them and if the time runs out, the balls rest and you have to try again.
  2. Will it be a set adventure? Or will it be randomly generated so the experience is different each time?
  3. So for this game I want to make the ball to change direction when it hits the bottom of the screen. So i have    public void ballmove() { y += 1; }   that moves it no problem but how would i make it go the opposite direction when it hits the top of the screen or bottom.
  4. I need help makeing the ball hit the bottom and bouncing back up. I tried this but it just hits and stays in one spot which i know why but what else would i do? public void ballmove() { y += 1; if (y == 420) { y -= 1; } }    
  5. My fault I forgot to clear the screen problem solved thanks for all the help!
  6. It still [quote name='ptrrf' timestamp='1354812132' post='5007799'] 1) You don't need to call SDL_ShowCursor on every cycle. Call this function before the main loop. 2) Personally, I think is better to check SDL_PollEvent on a "while" like this: [source lang="cpp"]while(SDL_PollEvent(&event)) { // Handle events here }[/source] 3) Put the function apply_surface() after manage the events. You must separate the event manager code and the draw code. (Just put that apply_surface() before the SDL_Flip(), on the place where SDL_ShowCursor() is actually.) [/quote] It still draws the sprite every time even after I moved the apply_surface() and changed it to while(SDL_PollEvent(&event)).
  7. I made my sprite move with the mouse but everytime I move it redraws to the screen what can I do to fix this? [source lang="cpp"]#include "SDL/SDL.h" #include <stdbool.h> int x; int y; void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination ) { SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface(source, NULL, destination, &offset); } int main(int argc, char* args[]) { //images/ints SDL_Event event; SDL_Surface* sprite = NULL; SDL_Surface* back = NULL; SDL_Surface* screen = NULL; back = SDL_LoadBMP("back.bmp"); sprite = SDL_LoadBMP("char.bmp"); bool done = true; //init SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(560, 560, 32, SDL_SWSURFACE); SDL_WM_SetCaption("Game", NULL); apply_surface(0, 0, back, screen); SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, SDL_MapRGB(sprite->format, 255, 0, 255)); while (done) { if (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = false; } if(event.type == SDL_MOUSEMOTION) { x = event.motion.x; y = event.motion.y; apply_surface(x, y, sprite, screen); } } SDL_ShowCursor(SDL_DISABLE); SDL_Flip(screen); } SDL_FreeSurface(sprite); SDL_FreeSurface(back); return 0; }[/source]
  8. Nvm i figured it out. Thanks for all the help!
  9. So where do I put the apply_surface because i put it after the poll event like this [source lang="cpp"]while (!done) { if (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = true; } Uint8* keystate = SDL_GetKeyState(NULL); if(keystate[SDLK_DOWN]) { y = y+1; } } apply_surface(x, y, sprite, screen); }[/source]
  10. I was using SDL but i decided to switch to SFML so I did but i get an error of cannot fin -lSDLmain which is weird because i made a new project and changed all the settings to SFML. Im stuck can someone please help.
  11. I'm new to SDL and I was wondering why this keyboard movement wasn't working. [source lang="cpp"]#include "SDL/SDL.h" #include <stdbool.h> //SURFACES/variables SDL_Surface *background = NULL; SDL_Surface *buffer = NULL; SDL_Surface *sprite = NULL; int y = 250; int x = 250; //apply void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination) { SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface(source, NULL, destination, &offset); } //start int main( int argc, char* args[] ) { //init SDL_Init( SDL_INIT_EVERYTHING ); background = SDL_LoadBMP("bg.bmp"); sprite = SDL_LoadBMP("char.bmp"); SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, SDL_MapRGB(sprite->format, 230, 0, 230)); SDL_Event event; bool fullscreen = false; bool done = false; //loops if (fullscreen == false ) { buffer = SDL_SetVideoMode(500, 500, 32, SDL_SWSURFACE); } //APPNAME SDL_WM_SetCaption("Game", NULL); //apply surface/flips apply_surface(0, 0, background, buffer); apply_surface(x, y, sprite, buffer); SDL_Flip(buffer); //quit while(!done) { while(SDL_PollEvent (&event)) { switch (event.type) { case SDL_QUIT: { done = true; break; } case SDL_KEYDOWN: { if(event.key.keysym.sym == SDLK_DOWN) { y = y+1; } } } } } //END SDL_FreeSurface(background); SDL_FreeSurface(sprite); SDL_Quit(); return 0; } [/source]
  12. I am not trying to have a animation play i just want the image facing the direction you are moving, and thank you for the link it actually helped me solve another problem i was having.
  13. I need a 8-bit condom. I am making a funny game and i need a condom in 8bit to be made for me. Any one want to help?
  14. Ok, i got movement and a sprite. how do i move it right and it shows the right image and when i move it left it shows the image facing left and down and up?
  15. Why wont my Timer work? [CODE] import javax.swing.JPanel; import java.awt.Image; import javax.swing.ImageIcon; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.util.Timer; public class Board extends JPanel implements ActionListener { Image BR; Charecter Char; Timer time; int DELAY = 5; public Board(){ Char = new Charecter(); ImageIcon ii = new ImageIcon(this.getClass().getResource("/Resources/BackRoads.jpg")); BR = ii.getImage(); time = new Timer(5, this); time.start(); } class TimerListener implements ActionListener{ public void actionPerformed(ActionEvent e) { repaint(); } } public void paint(Graphics g){ super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(BR, 0, 0, null); } @Override public void actionPerformed(ActionEvent e) { // TODO Auto-generated method stub } } [/CODE]