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      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.

LatchGameDev

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  1. 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   
  2. 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
  3.     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?
  4. 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; }
  5. 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; }
  6. 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!
  7. This is my work around but it makes my program so slow [code] // 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"); [/code] 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... [code] // 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; [/code] Also the apply_surface function is from [url="http://lazyfoo.net/SDL_tutorials/lesson06/index.php"]http://lazyfoo.net/S...son06/index.php[/url]