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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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  1. Thanks for the replies everyone. Very enlightening! I think I might try that GameSWF, and see how far I can go with it. I'm usually not afraid of spending countless nights into something like this. Anyway..I've also taken a look at the UDK, but I haven't really found out whether or not I can actually use C++ in it, instead of it's own UnrealScript. It's not that I mind using it though, but I think it's better to learn one language at the time
  2. Hello everyone, About half a year ago, I started learning c++, using the SDL library. I've managed to obtain a fairly good understanding of the library, and the language as well, allowing me to create simple 2d games. Before I started with C++ however, I used to do all my projects in Actionscript 3.0. Now..this question might be a little noobish, but I thought that maybe one of you could point me in the right direction. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I noticed that a lot of games these days use Actionscript 3.0 and Flash to do their GUI. The question is; How can I integrate my Actionscript 3.0 code into my C++ project? I've done a google search, but all the tutorials I encountered are a little bit out of my league. Just a link to an article that explains it from a beginners point of view, or something that can point me in the right direction would be helpful enough [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. Thanks in advance!
  3. Hello everyone [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Had a small question about the removal of primitives drawn using the SDL_GFX library. I know how to draw the primitive ( circleColor (destination, x, y, radian, color); for example ). However, I haven't really figured out a way to access the primitive after its creation been made. At the moment, the destination of the primitive is the screen. I've tried adding it to different surfaces, however..that didn't really seem to work out ( the program exploded ). Does anyone have any suggestions?
  4. Hello everyone, I'm still working on that platformer but I encountered another small issue regarding the sprites. I'm trying to cut out sprites from a spritesheet but once I do, these ugly borders persist around the sprite( I'm using a colorkey to remove the background colour ). My plan was just to, instead of using the color: 0, 0xFF, 0xFF as sprite background, to use a simple alpha instead of a background colour, therefor removing said ugly borders. My main problem is, that if I try to use a PNG ( using SDL_image for this ) with a transparent background, it doesn't show any kind of transparency once I load it in. Just a black box around said sprite. To cut out my sprites, I use 2 for loops: [code]for(int i = 0; i < rightFrameAmount; i++) { rcurrentFrame ++; clipsRight[rcurrentFrame].x = CHARACTER_WIDTH * i; clipsRight[rcurrentFrame].y = 0; clipsRight[rcurrentFrame].w = CHARACTER_WIDTH; clipsRight[rcurrentFrame].h = CHARACTER_HEIGHT; } for(int j = 0; j < leftFrameAmount; j++) { lcurrentFrame ++; clipsLeft[lcurrentFrame].x = CHARACTER_WIDTH * j; clipsLeft[lcurrentFrame].y = CHARACTER_HEIGHT; clipsLeft[lcurrentFrame].w = CHARACTER_WIDTH; clipsLeft[lcurrentFrame].h = CHARACTER_HEIGHT; }[/code] Color keying out background: [code]SDL_Surface *load_image( std::string filename ) { SDL_Surface* loadedImage = NULL; SDL_Surface* optimizedImage = NULL; loadedImage = IMG_Load( filename.c_str() ); if( loadedImage != NULL ) { optimizedImage = SDL_DisplayFormat( loadedImage ); SDL_FreeSurface( loadedImage ); if( optimizedImage != NULL ) { SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) ); } } return optimizedImage; }[/code] loading in the images: [code]bool load_files() { //Loading sprite sheets player_normal = load_image("nwalkspritesheet.png"); player_medium = load_image("mwalkspritesheet.png"); player_large = load_image("lwalkspritesheet.png"); transp = load_image("trans.png"); background = load_image("bg.png"); icon = load_image("icon.bmp"); SDL_WM_SetIcon(icon,NULL); if(player_normal == NULL || player_medium == NULL || player_large == NULL) { return false; } if(icon == NULL) { return false; } return true; }[/code]
  5. Thanks for the help guys. Like Endurion said, the problem was related to loading the image. Got it fixed now [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Thanks again
  6. Could anyone help me with a problem I have? Trying to make a 2d platforming game based on Dracula. Doing this with a team of artists for a school project [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] The basic concept is that Dracula can suck blood, and the more blood he consumes, the fatter he becomes. He basically has 3 -shapes-. Medium, Fat and Ultra Fat. The problem is that after about 30 seconds, the sprite disappears. I'm guessing this is somehow related to my while loop. I've been following Lazy Foo's tutorials so far. show function: [code]void Player::show() { //sprites loaded int rcurrentFrame = -1; int lcurrentFrame = -1; int currentClip = 0; int currentMultiplication = 0; switch(currentShape) { case 1: cout<<"case 1"; rightFrameAmount = 28; leftFrameAmount = 28; CHARACTER_WIDTH = 128; CHARACTER_HEIGHT = 128; player_image = load_image("nwalkspritesheet.png"); break; case 2: cout<<"case 2"; rightFrameAmount = 32; leftFrameAmount = 32; CHARACTER_WIDTH = 128; CHARACTER_HEIGHT = 132; player_image = load_image("mwalkspritesheet.png"); break; case 3: break; } if(player_image == NULL) { cout<<"it's nothing"; } for(int i = 0; i < rightFrameAmount; i++) { rcurrentFrame ++; clipsRight[rcurrentFrame].x = CHARACTER_WIDTH * i; clipsRight[rcurrentFrame].y = 0; clipsRight[rcurrentFrame].w = CHARACTER_WIDTH; clipsRight[rcurrentFrame].h = CHARACTER_HEIGHT; } for(int j = 0; j < leftFrameAmount; j++) { lcurrentFrame ++; clipsLeft[lcurrentFrame].x = CHARACTER_WIDTH * j; clipsLeft[lcurrentFrame].y = CHARACTER_HEIGHT; clipsLeft[lcurrentFrame].w = CHARACTER_WIDTH; clipsLeft[lcurrentFrame].h = CHARACTER_HEIGHT; } //If left if( xvelocity < 0 ) { //left status = CHARACTER_LEFT; //Move to the next frame in the animation frame++; } //If right else if( xvelocity > 0 ) { //right status = CHARACTER_RIGHT; //Move to the next frame in the animation frame++; } //If standing else { //Restart animation frame = 0; } //Loop animation if( frame >= rightFrameAmount ) { frame = 0; } //Direction if( status == CHARACTER_RIGHT ) { apply_surface( character.x, character.y, player_image, screen, &clipsRight[ frame ] ); } else if( status == CHARACTER_LEFT ) { apply_surface( character.x, character.y, player_image, screen, &clipsLeft[ frame ] ); } }[/code] gameloop: [code] while( quit == false ) { fps.start(); while( SDL_PollEvent( &event ) ) { walk.handle_events(); if( event.type == SDL_QUIT ) { quit = true; } } walk.move(); SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) ); walk.show(); if( SDL_Flip( screen ) == -1 ) { return 1; } if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } }[/code]
  7. Hi, I'm trying to make a platformer in C++ with SDL. It's going pretty well, but I ran into a small problem while trying to use the sdl_ttf library to use text in my application. After I downloaded the package, I couldn't find any sort of library or include folder which I could use. Only a couple of DLL's but that's it. Could any of you tell me what I'm doing wrong, or give me a link/file personally? I'm using DEV-C++ as IDE ( know it's kinda old, but I love the package manager that comes with it ).