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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.

gdg

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  1. Hello, basically my problem is the following. Firstly, my setup: I have an object which is actually one surface blitted onto another surface blitted onto the screen. Essentially it's a submarine, with a rudder, and the rudder of course has to stay "attached" to the submarine in the same position when the submarine rotates (diving and such). I felt it was easier to bind both to the same surface so I wouldn't have to rotate each separately, calculate the rudder's position, etc. I preferred to sprite both with a black outline since I'm comfortable with that, I suppose. I also made the PNG backgrounds plain red so that I can manually alpha-filter this color instead of dealing with occasional funkiness if the images already have a transparent alpha channel. [img]http://i.imgur.com/Tur21.png[/img] I included within my surface blitting functions an option for alpha filtering (via SDL_SetColorKey), which just eliminates red. It worked and I was able to successfully blit the rudder to the submarine, and the submarine to the screen without issue. [img]http://i.imgur.com/mWp7M.png[/img] Now when I rotozoomSurface() the final product, of course it develops that big black background within the empty space as the rotozoomed surface expands. [img]http://i.imgur.com/eWOSx.png[/img] Now granted, I understand exactly why it does this, so I'm not so concerned with strange behavior or anything so much as how exactly I can eliminate that black background [i]without [/i]eliminating the natural border around my sprites. One option of course is to use an extremely deep gray outline/sprite without the borders altogether, but I'd prefer to keep the border and simply eliminate the excess black. Any thoughts?