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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 thor6136

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  1. Thank you very much rip-off, this opened up a little bit different perspective :>
  2. I have another questions, lets say we have a code like this [CODE] #include <iostream> #include <vector> using namespace std; class ClassA { public: void function_a(); }; int main(void) { ClassA classAObj; vector < ClassA* > myvector; myvector.push_back( classAObj ); // this part doesn't work myvector[ 0 ] -> function_a(); return 0; } [/CODE] How do you save an object into a vector and then use it through vector to call a function?
  3. Thank you for your answer, i have still so much to learn, i will reorganise my code tomorrow and read more tutorials on dynamic allocation, thanks again! Oh and btw, the problem is not in not compiling, it compiles fine. I should explain it more. It's just that both child and organism can eat only the same food, if for example child is away from food and organism is in the zone where he can sense food and wants to eat it (it should go to food coordinates) but he doesn't want to, something bugs him, he starts twitching madly, but when both child and organism are in the same zone when they can sense food, than both can eat but only the same food. They can move around independently but they cannot eat independently. Maybe i should take a little bit different approach to writing this. Edit: ok, i fixed that, thanks to you
  4. Hi guys, i hope someone can help me here, i started programming few weeks ago so i am not that good, i know my code could be a lot better but i don't know enough. Only with time i will learn. So now as you know my little background lets go on problem. This is programmed in c++ with SDL api, but don't get confused by it, the problem does not lie in api but in c++. So as you can see, i have a class organism and a class child. Child is born when organism eats one food (when coordinates are the same as foods coordinates function eat gets called) but before that happens, organism has to sense food, i do this with explaining how far he can sense (coordinates). Now, one organism can move and eat with no problem, but it gets tricky when child is born. He can move around freely as organism does but he only eats the same food as organism does and vica versa. I think the problem is in the part where i inheritated from class organism all the functions. Movements works well, eating too, but sense is not working properly. It might had to do smomething with the variable i or with variable senseFood. But i don't know how to fix it. Basically i would like to make child that will eat freely (movement already works) and i think the problem lies in sense part and it has some connection with int i or bool senseFood. here is link to load VS project: [url="http://www.mediafire.com/?8056mx4bru873vf"]http://www.mediafire...8056mx4bru873vf[/url] EDIT: if mods want to move topic somewhere else please do so [CODE] #include <SDL.h> #include <SDL_image.h> #include <SDL_ttf.h> #include <string> #include <sstream> #include <time.h> ////////////////////////////// VARIABLES ////////////////////////////// const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT = 600; const int SCREEN_BPP = 32; const int FRAMES_PER_SECOND = 200; const int ORGANISM_WIDTH = 20; const int ORGANISM_HEIGHT = 20; SDL_Surface *food = NULL; SDL_Surface *organism = NULL; SDL_Surface *background = NULL; SDL_Surface *screen = NULL; SDL_Event event; SDL_Rect foodPlaces[6]; int i; ////////////////////////////// CLASSES ////////////////////////////// class Timer { private: int startTicks; int pausedTicks; bool paused; bool started; public: Timer(); void start(); void stop(); void pause(); void unpause(); int get_ticks(); bool is_started(); bool is_paused(); }; class Organism { private: int xVel, yVel, xOrganism, yOrganism; bool diffusion; int diffusionDowntime; int diffusionStep; bool senseFood; public: Organism(); void show(); void move(); void sense(); void eat(); void extract(); void grow(); void reproduct(); static bool makeChild; }; class Food { private: public: bool startPosition; static bool spawnNew; static int xFood, yFood; Food(); void show(); void spawnFood(int x); }; class Child: public Organism { private: int xVel, yVel, xOrganism, yOrganism; bool diffusion; int diffusionDowntime; int diffusionStep; bool senseFood; public: Child(); }; bool Organism::makeChild; bool Food::spawnNew; ////////////////////////////// GENERAL ////////////////////////////// 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; } void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL) { SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface( source, clip, destination, &offset ); } bool init() { if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { return false; } screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE); if(screen == NULL) { return false; } SDL_WM_SetCaption("KRNEKI", NULL); return true; } bool load_files() { background = load_image("background.png"); food = load_image("food.png"); organism = load_image("organism.png"); if (background == NULL) { return false; } if (food == NULL) { return false; } if (organism == NULL) { return false; } return true; } void clean_up() { SDL_FreeSurface(background); SDL_FreeSurface(organism); SDL_FreeSurface(food); SDL_Quit; } ////////////////////////////// ORGANISM ////////////////////////////// Organism::Organism() { xOrganism = 380; yOrganism = 280; diffusionStep=0; diffusion=true; diffusionDowntime=40; senseFood=false; } void Organism::sense() { if(foodPlaces[i].x < xOrganism+20+100 && foodPlaces[i].x > xOrganism-100 && foodPlaces[i].y < yOrganism+20+100 && foodPlaces[i].y > yOrganism-100) { senseFood=true; } else { senseFood=false; i++; if(i==6) { i=0; } } } void Organism::move() { if(senseFood==false) { if(diffusion==true) { xVel=(rand()%3)-1; yVel=(rand()%3)-1; diffusionStep=0; diffusion=false; } if(diffusionStep < diffusionDowntime) { diffusionStep++; } if(diffusionStep==diffusionDowntime) { diffusion=true; } xOrganism += xVel; yOrganism += yVel; if(xOrganism + ORGANISM_WIDTH > SCREEN_WIDTH || xOrganism < 0) { xVel = - xVel; } if(yOrganism + ORGANISM_HEIGHT > SCREEN_HEIGHT || yOrganism < 0) { yVel = - yVel; } } if(senseFood==true) { if(xOrganism < foodPlaces[i].x) { xVel = 1; } if(xOrganism > foodPlaces[i].x) { xVel = - 1; } if(xOrganism == foodPlaces[i].x) { xVel = 0; } if(yOrganism < foodPlaces[i].y) { yVel = 1; } if(yOrganism > foodPlaces[i].y) { yVel = - 1; } if(yOrganism == foodPlaces[i].y) { yVel = 0; } xOrganism += xVel; yOrganism += yVel; } } void Organism::show() { apply_surface(xOrganism, yOrganism, organism, screen); } void Organism::eat() { Food foodObj; if(xOrganism == foodPlaces[i].x && yOrganism == foodPlaces[i].y) { foodObj.spawnNew=true; makeChild=true; } else { foodObj.spawnNew=false; } } ////////////////////////////// FOOD ////////////////////////////// Food::Food() { spawnNew=false; startPosition=true; } void Food::show() { Organism organismObj; if(spawnNew==true) { spawnFood(i); apply_surface(foodPlaces[i].x, foodPlaces[i].y, food, screen); spawnNew=false; } if(startPosition==true) { spawnFood(0); spawnFood(1); spawnFood(2); spawnFood(3); spawnFood(4); spawnFood(5); startPosition=false; } apply_surface(foodPlaces[0].x, foodPlaces[0].y, food, screen); apply_surface(foodPlaces[1].x, foodPlaces[1].y, food, screen); apply_surface(foodPlaces[2].x, foodPlaces[2].y, food, screen); apply_surface(foodPlaces[3].x, foodPlaces[3].y, food, screen); apply_surface(foodPlaces[4].x, foodPlaces[4].y, food, screen); apply_surface(foodPlaces[5].x, foodPlaces[5].y, food, screen); } void Food::spawnFood(int x) { foodPlaces[x].x=1+(rand()%600); foodPlaces[x].y=1+(rand()%400); foodPlaces[x].w=20; foodPlaces[x].h=20; } ////////////////////////////// CHILD ////////////////////////////// Child::Child() { diffusionStep=0; diffusion=true; diffusionDowntime=40; } ////////////////////////////// TIMER ////////////////////////////// Timer::Timer() { startTicks = 0; pausedTicks = 0; paused = false; started = false; } void Timer::start() { started = true; paused = false; startTicks = SDL_GetTicks(); } void Timer::stop() { started = false; paused = false; } void Timer::pause() { if((started == true) && (paused == false)) { paused = true; pausedTicks = SDL_GetTicks() - startTicks; } } void Timer::unpause() { if(paused == true) { paused = false; startTicks = SDL_GetTicks() - pausedTicks; pausedTicks = 0; } } int Timer::get_ticks() { if(started == true) { if(paused == true) { return pausedTicks; } else { return SDL_GetTicks() - startTicks; } } return 0; } bool Timer::is_started() { return started; } bool Timer::is_paused() { return paused; } ////////////////////////////// MAIN ////////////////////////////// int main(int argc, char *args[]) { Timer fps; Organism organismObj; Food foodObj; Child childObj; srand(time(0)); bool quit = false; if(init() == false) { return 1; } if(load_files() == false) { return 1; } while (quit == false) { fps.start(); while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) { quit = true; } } apply_surface(0, 0, background, screen); organismObj.move(); organismObj.sense(); organismObj.eat(); organismObj.show(); foodObj.show(); if(organismObj.makeChild==true) { childObj.move(); childObj.sense(); childObj.eat(); childObj.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() ); } } clean_up(); return 0; } [/CODE] I am sorry if a code is too long, i hope you read it through :S