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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 Leo_Joy

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  1. Alright, I figured it out. I wasn't initializing my_direction, so I was getting nonsense values for where to crop the image.
  2. [color=#000000][font=Arial,]I can't seem to draw to the screen at all. When I call SDL_BlitSurface, nothing happens. However, it does not return an error code. I've written a class to handle image sprites, and when I step through with a debugger, I see it is returning non-empty values for the surface to blit to the main video surface. When I call my draw function, however, it does nothing. I have confirmed that the pixel values are not changed at all for the surface. What am I doing wrong?[/font][/color] [color=#000000][font=Arial,]Here's my main.cpp:[/font][/color] [color=#000000][font=Arial,][code][/font][/color] [color=#000000][font=Arial,]//Standard libs #include <SDL.h> //Our gaming base #include "game_base.h" //SDL redefines main as winmain, but this is a console application so we don't want that #undef main const int MAX_FPS = 80; ///< The maximum frames per second for the game int main ( int argc, char* argv[] ) { //Initialization System game( false, 640, 480, "Platformer", MAX_FPS ); //Create a game that is not fullscreen with a resolution of 640x480 SDL_Surface *buffer = NULL; Input *input = NULL; Image_Sprite *player_sprite = NULL; buffer = game.get_buffer(); player_sprite = new Image_Sprite( "data/player.bmp", 1, 4 ); //Setup the hitbox for the player SDL_Rect hitbox; hitbox.w = 32; hitbox.h = 32; hitbox.x = 0; hitbox.y = 0; Player player( 100, 100, hitbox, 1.0, RIGHT, player_sprite ); //Initialize the player at (100, 100) //Main game loop while( !game.check_is_done() ) { game.refresh_top(); player.draw( buffer ); game.refresh_bottom(); } //Cleanup delete player_sprite; }[/font][/color] [color=#000000][font=Arial,][/code][/font] [color=#000000][font=Arial,]My draw method looks like this:[/font][/color][/color] [color=#000000][color=#000000][font=Arial,][code][/font][/color][/color] [color=#000000][color=#000000][font=Arial,]void Character::draw( SDL_Surface *destination ) { SDL_Rect coordinates; SDL_Surface *sprite; sprite = my_sprite->get_frame( my_frame, my_direction ); coordinates.x = (int)get_x(); coordinates.y = (int)get_y(); SDL_BlitSurface( sprite, NULL, destination, NULL ); }[/font][/color][/color] [color=#000000][color=#000000][font=Arial,][/code][/font][/color] [color=#000000][font=Arial,]And my get_frame method is this:[/font][/color][/color] [color=#000000][color=#000000][font=Arial,][code][/font][/color][/color] [color=#000000][color=#000000][font=Arial,]SDL_Surface* Image_Sprite::get_frame( int x, int y ) { SDL_PixelFormat *format; format = my_sprite->format; SDL_Surface *frame = SDL_CreateRGBSurface( my_sprite->flags, my_frame_width, my_frame_height, format->BitsPerPixel, format->Rmask, format->Gmask, format->Bmask, format->Amask ); SDL_Rect *frame_crop = new SDL_Rect; frame_crop->x = my_frame_width * x; frame_crop->y = my_frame_height * y; frame_crop->w = my_frame_width; frame_crop->h = my_frame_height; SDL_Rect *coordinates = new SDL_Rect; coordinates->x = 0; coordinates->y = 0; SDL_BlitSurface( my_sprite, frame_crop, frame, coordinates ); delete frame_crop; return frame; }[/font][/color][/color] [color=#000000][color=#000000][font=Arial,][/code][/font][/color] [color=#000000]The funny thing is, this code is almost directly copied from another project where it worked fine. And yes, I am calling SDL_Init(), SDL_Quit, and SDL_Flip(). They're all part of my System class. Any help would be appreciated. I tried solving this myself, but I'm stumped.[/color][/color]