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LatchGameDev

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About LatchGameDev

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    Programming

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  1. Hello Everyone I'm putting together a game jam like project where we will make a game in 3 days. I'm mainly a unity programmer with secondary skills in art. I've participated in two game jams in the past and for the most part was solo. The two games turned out well in my opinion and i want to now get some experience working with another programmer. So if you are interested let me know. My 3 Day Projects https://latchgamedev.itch.io/ My Discord Username Latch#3740
  2. LatchGameDev

    Looking for Collaborators

    Oh dude you're close to me right now. I'll message you on discord or pm on here if we can't get connected there.
  3. LatchGameDev

    Looking for Collaborators

    Nomadically, You doing that whole home in a van life? Always been interested in that myself. Do you happen to be around the Illinois area?
  4. LatchGameDev

    Looking for Collaborators

    Hello So i'm also a Unity C# programmer and have worked on a few different projects over the years and I used to be where you are. So i was thinking we could work together and get a project done in 3 days. I find the best way to find out if you work well with someone is to... well, work with them. So I was wondering if you'd want to collab on a 3 day game jam like project. I was aiming to have this take place this weekend or next. It would start on a Friday. Depends on everyone schedules since I already have a music composer on board. So let me know if you want to and which weekend works better. My Past 3 Day Game Jam Projects https://latchgamedev.itch.io/ From Nick / Latch
  5. LatchGameDev

    Composer looking for a project

    Hello Smal Really love the samples of your work that you provided. Reminds me of all the games I played growing up. Calm village reminds me of a lot of the RPG's and parts of chiptune and stuff reminds me of final fantasy. So, let me introduce myself. Names Nick, I'm a unity programmer. Currently i'm putting together a group of people to make a game in 72 hours. Possibly this weekend or next. I find the best way to find out if you work well with someone is to actually work together for a little bit. I've participated in two game jams so far and the games turned out really well in my opinion. You can check the projects out here. https://latchgamedev.itch.io/ Let me know if you are interested From Latch / Nick
  6. LatchGameDev

    Programmer looking for experience

    Hello Andres I was wondering what general area you are in? I'm located in IL, USA. Have you ever participated in a game jam before? Basically where you have 2 or 3 days to make a game.
  7. Team Coder: LatchGameDev (me)  Story: Senjikimo/MDP-Art Status: Basic Code Completed (Walking Around, Item Pickup, Inventory, Basic Enemies, etc) Hello everyone! Me and my team are working on a top down 2D RPG. We were thinking of a style similar to the older final fantasy games, secrets of grindea, or secret of mana. We are looking for multiple 2D artists to handle the art for this game. Environmental Tile Artists, Character Artists, Enemy/Creature Artists, 2D Battle Effects, etc. Feel free to send us a link to your portfolio or just some images of past work. Hope to hear from you soon and may we all dev on! Contact: LatchGameDev@yahoo.com   
  8. LatchGameDev

    SDL and Copy Constructors

    Is it common practice to include the header file more then once? In my main file i just have .h after .h listed. I always thought this way was better since I used to do it like a.h a.cpp b.h b.cpp c.h c.cpp   Now a days I do   a.h b.h c.h   with the .cpp included from the .h
  9. LatchGameDev

    SDL and Copy Constructors

        OMG I had no idea that copy constructor would run before main. I changed it to a pointer and now use the new keyword when I get into main. It stopped the crashing and after a few more hours of poking around I got it to work how I wanted to. So thank you, I feel like I need to research pointers more. I get the concept behind them but actually using them is giving me trouble. It seems I only run into problems with SDL_Surface tho.         It's the .cpp file to the .h I don't see a problem with that line of code. I also listed the .cpp in my posts soooooooo what's up?
  10. LatchGameDev

    SDL and Copy Constructors

    I know of the rule of three but i'm having trouble implementing it. I'm looking at a tutorial and trying to implement the copy constructor,copy assignment operator, and the destructor. This is what i'm looking at http://www.cplusplus.com/doc/tutorial/classes2/ and i'm about half way down the page.   Modified the .h to try and include the assignment operator. It more matches what the tutorial has but I don't think it's going to do what i want. I don't exactly understand how to use the assignment operator tho. Still crashes when I try to make a SmartImage object which means something is majorly wrong right? class SmartImage { private: bool image_loaded; public: SmartImage(); ~SmartImage(); // copy constructor: SmartImage (const SmartImage& param) : surface(new SDL_Surface(param.content())) {} //access content const SDL_Surface& content() const {return *surface;} SDL_Surface *surface; void load(std::string filename); void copy_surface(SDL_Surface *target_surface); }; #include"SmartImage.cpp" the .cpp SmartImage::SmartImage() { surface=NULL; image_loaded = false; } SmartImage::~SmartImage() { SDL_FreeSurface(surface); } void SmartImage::load(std::string filename) { if(image_loaded == false) { surface = load_image(filename); image_loaded = true; } else { SDL_FreeSurface(surface); surface = load_image(filename); } } void SmartImage::copy_surface(SDL_Surface *temp_surface) { if(image_loaded == true) { SDL_FreeSurface(surface); } surface = SDL_DisplayFormat(temp_surface); image_loaded = true; }
  11. LatchGameDev

    SDL and Copy Constructors

    So I've been wrestling with this problem for a few days now. So I have a entity class and I thought I would use a vector to make it so i could have a dynamic array of the entity's. It crashed horribly and i learned that in my SmartImage class (located inside the entity class) was only making a shallow copy. So i'm trying to make a deep copy using the copy constructor. My program compiles but it crashes as soon as it launches. It seems even initializing the SmartImage class will cause it to crash. What am i doing wrong?   SmartImage.h class SmartImage { private: bool image_loaded; public: SmartImage(); ~SmartImage(); // copy constructor: SmartImage (const SmartImage& param); SDL_Surface *surface; void load(std::string filename); void copy_surface(SDL_Surface *target_surface); }; #include"SmartImage.cpp" SmartImage.cpp SmartImage::SmartImage() { surface=NULL; image_loaded = false; } SmartImage::~SmartImage() { SDL_FreeSurface(surface); } // copy constructor SmartImage::SmartImage (const SmartImage& param) { surface = SDL_DisplayFormat(param.surface); } void SmartImage::load(std::string filename) { if(image_loaded == false) { surface = load_image(filename); image_loaded = true; } else { SDL_FreeSurface(surface); surface = load_image(filename); } } void SmartImage::copy_surface(SDL_Surface *temp_surface) { if(image_loaded == true) { SDL_FreeSurface(surface); } surface = SDL_DisplayFormat(temp_surface); image_loaded = true; }
  12. LatchGameDev

    SDL Question

    Thank you, Thank you, Thank you I'm only copying surfaces when i'm loaded/reloading the map and it was taking 44 seconds to load my map before. I used your first suggestion and it reduced the time to less then a second!
  13. LatchGameDev

    SDL Question

    This is my work around but it makes my program so slow // I take the small square tile i want out of the tile_sheet and blit it onto temp_tile apply_surface( 0, 0, tile_sheet, temp_tile, &clip); // I save the SDL_Surface as tile.bmp SDL_SaveBMP(temp_tile, "Graphics\\tile.bmp"); // Lastly I load the bmp into a different SDL_Surface called tile tile = load_image("Graphics\\tile.bmp"); Like I said the above works but is so darn slow. Ideally what I'd like to do is set the clipped part of tilesheet into a seperate SDL_Surface and have it save like... // I take the small square tile i want out of the tile_sheet and blit it onto temp_tile apply_surface( 0, 0, tile_sheet, temp_tile, &clip); tile = temp_tile; Also the apply_surface function is from http://lazyfoo.net/S...son06/index.php
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