• Announcements

    • khawk

      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.

pandaraf

Members
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

108 Neutral

About pandaraf

  • Rank
    Newbie
  1. [quote name='bollµ' timestamp='1340464256' post='4952014'] I'm not really sure about *nix, but as far as I've heard, yes, it does run. GLUI depends on GLUT. So the dependency chain would be GLUI -> GLUT -> OpenGL (SDL_OpenGL). Hope you manage to complete what you want [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Oh, so that is how they are work Do you have a link that contain how to setting glut and glui in an IDE? I have search in google, but it really hard to find the correct one :S
  2. [quote name='bollµ' timestamp='1340370862' post='4951727'] 3) as for making buttons in SDL_openGL, you can either a) use a library such as GLUT(http://www.opengl.or...libraries/glut/) or b) roll your own menu system. I'd suggest using GLUT if you're a beginner. (being quite new to this myself, it's helped me save loads of trouble ) [/quote] Hmm... 1. Is GLUT can run in Ubuntu? 2. How about GLUI, what's the difference? 3. If neither of them, is SDL_opengl can make Buttons by itself? or still need another library? Perharps, i will use one of them.
  3. How to make buttons in SDL_opengl? When i'm using SDL and use BlitSurface to make button, it's work! But, currently i'm using SDL_opengl, How can i make buttons in SDL_opengl? SDL_BlitSurface isn't work in SDL_OpenGL. Any Help?
  4. Hi, i want to make buttons like Lazyfoo has : [url="http://lazyfoo.net/SDL_tutorials/lesson09/index.php"]http://lazyfoo.net/S...son09/index.php[/url] It use SDL_BlitSurface, i try that and work! But, actually i use SDL_opengl for the project. So, i can't use syntax like : "apply_surface( box.x, box.y, buttonSheet, screen, clip )" again. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I use this : "void muncul(int x, int y, int x2, int y2, int x3, int y3, int x4, int y4, GLuint xyz)" that work for show texture correctly. Of course, its only image that appeared. Not like buttons that has mouse_over, mouse_up, mouse_down and mouse_out(like lazyfoo). [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I want to make buttons in SDL_opengl [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] So, How to use SDL_BlitSurface to make Button in SDL_opengl?
  5. [quote name='Zael' timestamp='1334807632' post='4932679'] Looks to me like the problem is that you are simply repainting the time without repainting the background first. Think of the surface as an actual canvas for a second. You have a picture on the there. Then you create a picture of the time. Next you paint that time picture onto your canvas surface. Before restarting the loop, you free the time picture (this doesn't affect the canvas image which still has the time already painted onto it). Then you get the new time, and paint the new time onto the surface (over the old time, but without removing the old time). If you want to erase the previous surface, what you really need to do is at the beginning of each loop re-apply the background (thus painting over the old time). SDL_FreeSurface frees the image from memory, but it doesn't erase the image from other surfaces on which it has already been "painted". Does that make sense? [/quote] Woah, that make sense. I should repaint the background before the surface appear? Thank You very much! [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  6. This is the code for the SDL_FreeSurface : inside int main : [CODE] Uint32 start = 0; bool running = true; start = SDL_GetTicks(); [/CODE] and [CODE] while(QUIT==false){ if( running == true ) { std::stringstream time; time << "Timer: " << SDL_GetTicks() - start; seconds = TTF_RenderText_Solid( font, time.str().c_str(), black ); apply_surface(( SCREEN_WIDTH - seconds->w ) / 2, 100, seconds, SCREEN ); //This line : SDL_FreeSurface( seconds ); } [/CODE] and this is what the screens say : [sharedmedia=gallery:images:2080] The text appear without erasing the previous surface. Any suggest? [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img]
  7. From the album SDL on study

    any suggest?
  8. Awesome! Thank You [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  9. Until this topic posted, i didn't found the solution. This thing made me told there's something wrong in the MinGW Developer Studio. Or perharps, it's only my depression [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] . This is the codes i wrote : [CODE] //music Mix_Music *music = NULL //additional musics Mix_Chunk *muks = NULL; Mix_Chunk *music2 = NULL; Mix_Chunk *music3 = NULL; Mix_Chunk *music4 = NULL; [/CODE] and [CODE] void clean() { Mix_HaltMusic(); Mix_FreeMusic( music ); Mix_FreeChunk( muks ); Mix_FreeChunk( music2 ); Mix_FreeChunk( music3 ); Mix_FreeChunk( music4 ); Mix_CloseAudio(); [/CODE] and [CODE] bool load_files() { music = Mix_LoadMUS( "vq.wav" ); if( music == NULL ) { return false; } muks = Mix_LoadWAV( "01.wav" ); music2 = Mix_LoadWAV( "02.wav" ); music3 = Mix_LoadWAV( "03.wav" ); music4 = Mix_LoadWAV( "04.wav" ); if( ( muks == NULL ) || (music2 == NULL ) || (music3 == NULL ) || (music4 == NULL ) ) { return false; } [/CODE] then, the error was : [CODE] --------------------Configuration: my project - Debug-------------------- Compiling... ini.cpp ini.cpp:21: error: syntax error before `*' token ini.cpp: In function `bool load_files()': ini.cpp:223: error: `muks' undeclared (first use this function) ini.cpp:223: error: (Each undeclared identifier is reported only once for each function it appears in.) ini.o - 3 error(s), 0 warning(s) [/CODE] any suggest? [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img]