• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

101 Neutral

About SoulHeart

  • Rank
  1. [CODE] Level map1; map1.LoadFromFile("MapTest1.tmx"); sf::View View1(sf::FloatRect(0, 0, 1000, 1000)); map1.SetDrawingBounds(View1.GetRect()); map1.Draw(window4); [/CODE] And no the console doesn't say anything else. I know that the map and tile sheet is loading correctly though. Maybe it has to do with the drawing bounds???
  2. ok I got it to load and build without errors, but when I run the program the console says "Bad map. No tile information found" I know however, that the map isn't blank. Does anyone know why it is telling me this?
  3. How would I set drawing bounds for this tiled map editor... http://www.sfml-dev.org/forum/viewtopic.php?p=43028&sid=64293e259add28a8092157afef619735 This is the example that was in the readme level.SetDrawingBounds(somesfview.GetRect()) I'm not sure what to put in for "somesfview"
  4. I couldn't figure out how to set the drawing bounds. Can you show me an example.(I'm the world's biggest programming noob)
  5. ok I've been making some progress with it. One last thing(hopefully).... It says you have to set drawing bounds before drawing. Can you explain how to do this and maybe what it is doing. The example that was give is..... level.SetDrawingBounds(somesfview.GetRect())
  6. I'm not sure on how to link tinyxml to codeblocks... I don't know which file i need to link
  7. I recently started using Tiled Map Editor and I'm not sure how to get my program to read the map file. I'll be using sfml with tiled. So if anyone out there can explain this as thoroughly as possible it would really help me out. Also, if you want to through in some extras such as characters with sfml/tiled(I can get a character implemented in sfml but i'm not sure how to do it in tiled), map properties(collisions, etc.), and basic side scrolling. Thanks guys.
  8. Can I use tiled with sfml?
  9. Alright I'll give it a try. I guess I didn't interpret you right the first time.
  10. I'm sorry guys but I still just don't get it. I can get collisions to work like this [CODE] if (pball.GetPosition().x <= ppaddle.GetPosition().x + ppaddle.GetSize().x && pball.GetPosition().x + pball.GetSize().x >= ppaddle.GetPosition().x && pball.GetPosition().y <= ppaddle.GetPosition().y + ppaddle.GetSize().y && pball.GetPosition().y + pball.GetSize().y >= ppaddle.GetPosition().y) [/CODE] but i can't get it to work when i rotate the sprite.(which I need it rotated) The sfml collision tests don't make sense to me and there is hardly any tutorials out there. I need someone to put it in black and white for me.(I'm a NOOB still lol) Thanks guys
  11. Does anyone know a good 2d level/map editor out there. It needs to be free and I'd like for it to be able to make good quality games and I'd like for it to be open source.
  12. Ok that clears a lot up, thanks for helping out.
  13. I still don't understand level editors at all. Are they worth using? How do they work with your program?
  14. I'd like to learn more about 2d level design. I've done some simple 2d games but i'm looking to get a little more complex in the future. 1. What is the best way to load and draw all of my sprite into my map. 2. How would i make a side-scroller (Isn't something about changing the sf::View) 3. What are the purposes of level editors and how do they work. 4. Anything else i should know. I know i don't know nearly as much as i should, but that's why i'm here.
  15. ok i finally got back to programming.(being 14 its hard to find time sometimes) The prints were fine except the sizes of the paddle were mixed up. I believe it is because I rotated the sprite before i drew it so it would be in the right direction. Do you think this is true? When I rotated the sprite back to its original rotation the collision detection worked perfectly. Also, how would i need to change my if statement above to make this work.