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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 elle_lawliet

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  1. Hi! I'm trying to load a .PNG image from the SD card (OS: android 2.2). It loads ok, but when I check the size, it's a little smaller than the original (the original size is 36x36 and the loaded is 27x27 bits, also looks smaller in the screen) This is what I'm using to load the image this.bmp = BitmapFactory.decodeResource(this.game.getResources(),this.id); if(bmp==null) System.out.println("Cannot load the image"); this.pixelsX = bmp.getWidth(); this.pixelsY = bmp.getHeight(); Also, if I load a 24x24 image, pixelsX & pixelsY get 18 each one. Is this somethig decodeResource do by itself? I need it to be the right size for each bitmap. Hope you can help me ;)
  2. I have just found a short tutorial that explains the basics about making c++ objects inside a Lua script. I will use that and the advices you gave me. I think I will wait for a short moment with a function and then continue the script execution. However, I think I will not wait until the player press a button becouse I want to make the dialog more dynamic. Thanks for your help =)
  3. Thanks for your answers. I understood I need a function to stop the scrip until the player press a button. I was thinking not to stop the game, to make the player pay attention. However, I'll keep that in mind. I have other questions, maybe because I don't know much about scripting: For example, I have a C++ class called Character. If I want a new Character, I call the constructor. If I want the Character to move, I call char->move();. If I want to draw the character, I call char->draw(); Do I need to access this Character class from the script, or do I need to create an object of this class inside the script (don't know if it's possible). Is this done in some other way that I don't know? I've looking information about scripting, but it's too general or incomplete.
  4. Hi! I'm making a 2D game with C++/DirectX 9 (I decided not to use a Game Engine). It's similar to old RPG games. I need to program the dialogs and events in the game. I've looking info and it says a good way to do this is using Script language Lua. I have a little knowledge about scripting, but my real question is: how do I implement this? for example: NPC 1 moves to NPC 2 NPC 1 says: "It's cold today" NPC 2 answers: "Yes" NPC 1 .... .... It's like a cinematic, you only see the character chating and moving until they finish. If you had an example of this, it would be great. If not, please explain to me how I can implement this in Lua. Also show messages, move a character and load scenario are implemented in C++ Thanks for your time.
  5. [quote name='IceBreaker23' timestamp='1325614206' post='4899325'] [quote name='elle_lawliet' timestamp='1325526098' post='4898994'] @IceBreaker23 Thanks for the answer. The problem with 2/4 is that I have lots of items in the same scenario. Do I need to check the x-y axis of all items in oder to know which one I am picking? I do the colission detection with a DirectX function. [/quote] If you are testing 100 objects with one point you´ll need 100*4 int-compares(normally a bounding box does it). ( x1 >= x2 && y1 >= y2 && x1 <= x2+width && y1 <= y2+height) But why would you want to make 100 objects on a single screen? Furthermore a modern pc will handle this, I think. Keep in mind that you are only using 2D and this with c++, a really fast language. Modern 3D games do much more on the CPU in one frame. Hope I could help you! [/quote] Yes, all the information was helpful. Now I'm thinking to leave the engine for something more complex and to develop those functions by myself. However I'm going to download the engine, it will be useful in the future.
  6. If you want to do a Calculator function, you shoul have something like this [CODE] #include "stdafx.h" #include <iostream> #include <conio.h> #include <string> //#include "Header File.h" using namespace std; void Calculator() { cout <<"\n\nThis is a simple calculator"<< endl; cout <<"\nEnter the first number: " <<endl; double dNumb1; cin >> dNumb1; cout <<"\nEnter the proper mathmatical operation(+, -, /, or *); " << endl; char chOperation; cin >> chOperation; cout <<"\nEnter the second number: " << endl; double dNumb2; cin >> dNumb2; cout <<"\nAnswer: "; if (chOperation == '+') cout << dNumb1 <<" + "<< dNumb2 <<" = "<< dNumb1 + dNumb2 << endl; else if (chOperation == '-') cout << dNumb1 <<" - "<< dNumb2 <<" = "<< dNumb1 - dNumb2 << endl; else if (chOperation == '*') cout << dNumb1 <<" * "<< dNumb2 <<" = "<< dNumb1 * dNumb2 << endl; else if (chOperation == '/') cout << dNumb1 <<" / "<< dNumb2 <<" = "<< dNumb1 / dNumb2 << endl; else cout <<"You entered an invalid operation!"<< endl; } int main() { cout <<"Enter your name:\n"; string sName; cin >> sName; cout <<"\n\nNice to meet you, " << sName <<endl; Calculator(); cout <<"\nPress enter to quit this program....."; _getch(); return 0; } [/CODE] The code of the function must be outside of the main, and you call the function inside the main... Also you need to put "else if" at all the if of the function (exept the first). If you don't, you will see the "You entered an invalid operation!" every time you don't press the "/" Finally i don't know why you're adding that header file. I hope I haven't missunderstood the what you were doing.
  7. I'm using DirectX becouse I'm still learning about it and I want to practice it. SDL seems easy to work with, I'll keep that in mind. I made a simple game in Allegro about a year ago, but I forgot almost everything about the syntax so I just have to learn it again. I'm going to start reading the tutorials of the engine you gave me, but also I want to discover if I can code the points 1 2 3 and 4 by my own (I think I will learn a lot if I do it).
  8. I'm studying Software Engineering and we always use C++ or Java, so I have a long time programming with C++, but we usually don't use it for game programming. The only games I have done are simple games like a multiplayer tetris, and other games with bitmaps. I want my game to be something like this (but obiously, different) [media]http://www.youtube.com/watch?v=JpnArvfuxIk[/media] Is the Irrlicht Engine good for that king of game? I don't know if it's ok to post videos. If not, please let me know
  9. Thanks for the answer! I've found 2 or 3 useful engines, but they hadn't documentation. I will use C++ with DirectX 9.0. In the game you will have to solve puzzles in rooms (like Resident Evil 1, but the view is from above the character and it's not 3D) and it will not have any battle/combat. Edit @IceBreaker23 Thanks for the answer. The problem with 2/4 is that I have lots of items in the same scenario. Do I need to check the x-y axis of all items in oder to know which one I am picking? I do the colission detection with a DirectX function.
  10. Hi! I want to make a 2D game and I can't completly understand the concept of "game engine". So, the questions are: If I use a 2D game Engine -Can I know if a character is in front of an item without a lot of programming? -Can I know if a character in front of a hole (and can't keep walking)? -Can I change a room ilumination? -Can I know if a character has passed through a door and I have to change the scenario? Basically, are those things something that an engine could resolve? Do I need to code them? I want to learn more about game engines but I couldn't answer those questions with the info I found. Also, please tell me if you know about a free 2D game engine with DirectX9 support and complete documentation. Thanks for your time [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]