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About juliano7s

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  1. Another thing to check is if your subsystem under linker settings on the project is set to Console.
  2. A quick google search found this [url="http://social.msdn.microsoft.com/Forums/uk/vclanguage/thread/3efb7e3c-6f1b-4397-b515-8ccf8eb98626"]http://social.msdn.microsoft.com/Forums/uk/vclanguage/thread/3efb7e3c-6f1b-4397-b515-8ccf8eb98626[/url] It seems to be your same problem. See if your file is added to project and it is getting compiled.
  3. SDL Running Bugs

    Looking at your main() it seems to be quitting before the while(quit == false). Since init() is quite simple, check the files you're trying to load on load_files().
  4. Structure of classes in good Game Engine?

    Inheritance is not bad. It can be bad if you do it wrong or too much. Inheritance is very good when you want substitutable behavior. Take a look at the C++ Faq on inheritance: [url="http://www.parashift.com/c++-faq-lite/proper-inheritance.html"]http://www.parashift.com/c++-faq-lite/proper-inheritance.html[/url] On your LogSys case, I would go for a global as MajorTom suggested. Take a look at your sentence "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]Is there any easier way to distribute it to pretty much everything?" [size=4]well, globals are for eveything everywhere.[/size][/background][/left][/size][/font][/color]
  5. How is this code on the Actor object to keep track of Time objects? It feels like you could use just a pointer to a TimeBase object and create the Actor objects passing TimeImpl1 and TimeImpl2 which derive from TimeBase. I use something like that with Renderers. All my renderer objects inherit from a RendererBase and each rendereable class has a pointer to a RendererBase object. Take a look at dependency injection.
  6. Qeustions regardeing domain names.

    That's pretty much the gist. Hosting companys usually have an admin login for users to manage their stuff. If you only have a domain, they let you access a domain manager.
  7. Qeustions regardeing domain names.

    I think you only need to add an A-Record to your domain account at your shared hosting that currently holds your domain. The whois with the name of the host is because, probably, you have a privacy service turned on on yout account. This hides your name and puts the name of the host.
  8. I don't agree that the community always expects for a game to keep gaining extra content. I think that depends entirely on the developer's objective with each game. Minecraft, Terraria, WoW, perhaps are games of which we expect content to be added. LIMBO on the other hand is not.
  9. The coordinates are on RECT* dest [CODE] RECT dest; dest.top = int(spriteStruct[frame].posY); dest.left = int(spriteStruct[frame].posX); dest.right = dest.left + 100; dest.bottom = dest.top + 61; [/CODE]
  10. The function that seems to be doing the rendering is the dxMgr->blitToBitmap(..). I'm not familiar with the windows API, but it increments the sprite position in moveSprite and pass each sprite to the directx manager in drawSprite function.
  11. Your most memorable childhood game?

    Sonic The Hedgehog, Rock and Roll Racing, Flashback, Prince of Persia, International Superstar Soccer, Zelda Ocarina of Time, 007 Goldeneye, Age of Empires I and II, Ultima Online.
  12. Do functions instantiate with objects?

    Functions are shared among the objects of a certain class. Coincidently I was playing with some code this morning and something I thought couldn't happen happened. Consider this: [code] class House { public: void Print() { std::cout << "The address of a House pointer is " << this << std::endl; } private: int member; }; int main() { House *h = 0; h->Print(); } [/code] I could swear that I would get a really shiny Segmentation Fault. However it prints out "The address of a House pointer is 0". The thing is, the compiler knows 'h' is the type of House, so it calls the function for House objects and pass the address of h - in this case 0. Since Print() uses no member of h, the function runs normally, although we don't have an actual House object (no constructor was called).
  13. Well, I offer myself to give a newbie view for these future-canonical-beginner-prowritten article. =D Something with a big title, pretty pictures, with lots of acronyms.. specially with symbols like ++ and #.
  14. Hello, I'm a newbie myself regarding game programming, but I too get annoyed with the storm of repetitive posts about "Which language should I choose" "I'm new How do I start" type of posts. Some years ago when I've first got interested in game programming I found this article here on GameDev: http://www.gamedev.net/page/resources/_/technical/game-programming/how-do-i-make-games-a-path-to-game-development-r892 I think it summarizes almost everything that a beginner needs to know to start learning game programming. This year, when I came again to GameDev, I was looking for this article and didn't find it so easily. I think something like this is missing on the site, some direction, even before the user registers himself on the forum. They probably have a mindset like I had "These guys are pros, they make games, what are their advices?" Well, you just need to put your general advices somewhere for all the beginners to see. Maybe it's not that simple, only my 2 cents.