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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 rishan1996

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  1. Yeah i know now how to intergrate the tiled maps now just asked for difference to make sure i picked the right language to start with and to use in the futer for programming. Also for future reference what would you suggest i use for making 3d games? could i still use sfml or will that be too difficult also i heard of Unreal Dev Kit and heard that borderlands used it but when i used it, it wasnt much programming with c++ at all it was just making a map much easier without me inputing code which i want to.
  2. Thanks guys i have found a way to use tiled map editor in a c++ program it was a precreated class file and header file and im using that. sdl does seam easier, what is the difference between sdl and sfml.
  3. Yes that was what i was thinking last night, as that will be a valuable skill and a great skill for a game developer/programmer.
  4. ok thank you, i have used google alot for sfml 2.0 because i have to but there are some thing which i cant find on google or at least dont have the time to spend looking for or i am just not a good googler , forums are my last resort and i use google a lot for programming. Also there is one more thing which i have been searching the last half an hour. I will post tomorrow if i cant find anything for it. its 11 where i am so i have to sleep have school tomorrow. thank you fot the help so far really appreciate it. If i could i would give you +1 rep
  5. i tried that before but did not understand how to install tinyxml and didnt understand it much. i am talking about the level.cpp and .h i will take a look again and try to understand it but on the weekend i dont have that much free time.
  6. i am using this http://www.youtube.com/watch?v=X4cSJ5beVJM&feature=BFa&list=SP0249162D5D6FA5D1 but some of the code i cant do in 2.0 or atleast dont know how to. These are the tutorials i am using to make my first game.
  7. getSize(). height didn't work it wasn't a member but it allowed me x and y would x be width and y height or are they completely different?
  8. thank you i just didnt understand it much, also thank you soo much for the amazingly quick reply!
  9. i have already seen [url="http://www.gamedev.net/topic/622801-sfml-tile-maps/"]http://www.gamedev.n...sfml-tile-maps/[/url] and don't want this. i recently made a map using "tiled map creator" but it is only one layer will i need more than one? if so why(just so i know when to do it)? I am completely new also i am using SFML 2.0 not 1.6. The 2nd post helped a bit. Also just some background info. I am 16 and started learning c++ in july and have finished a book and online tutorials, i will still have to go over it to understand it better. I am learning at home as i am in school still doing A-Levels if you know what that is. I am completely new to SFML but i am picking it up quite quickly. This is just a little project that im doing so i can build a strong and solid base before i go to uni in 2 years time. plan to go into game development. sorry got a bit sidetracked. so once again i have built a map using "Tiled map creator" i am just using one tile but has one layer , i dont know if i need more, if so tell me. i want to know how i can load that map which is in a weird format into my game using sfml 2.0.
  10. Thank you for the reply guys. Sorry but i don't know why it didn't show the includes. I am not hiding them and i thought i posted them something must have gone wrong. I have given up and have started from scratch as I thought it would make life easier as i could modify it. Would you suggest i stop using namespace std and just start putting std::... for practice. I used for the reason you posted. Bit lazy . I am a newbie and learn best from experience. I just started SFML right after learning c++. i learnt c++ in 2 months so I still dont understand somethings and hope to understand through practice. I am 16 so i have a lot of time left. Also could you help me with some thing else, its a small thing or should i start a new thread? the problem is this if (velocityX != 0 || velocityY != 0){sourceX += tempTexture.GetWidth() / 4; } , how would i do that in sfml 2.0 as there is only a option for .getSize() and i cant divide it by 4.
  11. Hi, I am using C++ and SFML2.0 and c++ Visual 2010. I want to make a level out of tiles but do not know how to. So far this is what I have done. I got 1 tile type and i am putting it together in photoshop to make a map. I then separate each string of tiles and put them manually into the code. So for one map i will be making over 30 Sprites and turn them into blocks and draw them out, then i will have to make boundaries for them separately. This takes a very long time and i am sure that there is a much faster way for example using xml but i don't know how to put that into the code. If you need the code just ask and i will post. Also just to clarify i dont want to make a tile engine which automatically makes them like minecraft. I want to make a puzzle map like bloody trapland so I will have to place them myself. Please help, urgent.
  12. so de we need to know c++ for this as i want to become a game programmer. I know a bit of c++ already.
  13. Hi, I am trying to organize my coding but i keep getting errors, could someone help me? i am using one file which is the Main file and everything is in there i want to become more organized for example i want a file with logic, one with levels ect. but i keep getting errors need some help. this is the code. [source lang="cpp"]//Libraries #include <SFML/Graphics.hpp> #include <iostream> #include <string> #include <SFML/Audio.hpp> #include <SFML/Graphics.hpp> using namespace sf ; using namespace std ; //Object for the events Event event; //Global variables, functions, classes //C++ program entry point int main() { //Variables //Variable that keeps the Game loop running bool play = true ; //Mouse Co-ordinates bool mousecoordinates = false ; //Movement Variables bool dPressed = false ; bool aPressed = false ; bool wPressed = false ; bool sPressed = false ; int xVelocity = 0; int yVelocity = 0; //Action Variable bool spacebar = false ; //Mouse bool leftClick = false ; int mouseX = 0, mouseY = 0; //Creating the window RenderWindow window(VideoMode(1280, 720, 32), "SFML Game") ; //Setting the framrate limit to 60 FPS window.setFramerateLimit(60) ; //Background Texture background; if (background.loadFromFile("Pictures/Background.png") == 0){ return 1; } //Shapes Colour Texture Shape; if (Shape.loadFromFile("Pictures/ShapeColour.png") == 0){ return 1; } //Character Texture Character; if (Character.loadFromFile("Pictures/Character1.png") == 0){ return 1; } Texture texture; texture.create(40, 45); Sprite sprite1; sprite1.setColor(Color::White); sprite1.setTexture(Character); sprite1.setPosition(70, 635); //Levels //Level 1 part1 Texture Level1a; if (Level1a.loadFromFile("Pictures/level1 part1.png") == 0){ return 1; } Texture leveltex; leveltex.create(1280, 40); Sprite level1a; level1a.setTexture(Level1a); level1a.setPosition(0, 680); //Level 1 part2 Texture Level1b; if (Level1b.loadFromFile("Pictures/Level1 part2.png") == 0){ return 1; } Texture leveltex1; leveltex1.create(40, 640); Sprite level1b; level1b.setTexture(Level1b); level1b.setPosition(0, 40); //level 1 part3 Texture Level1c; if (Level1c.loadFromFile("Pictures/Level1 part3.png") == 0) return 1; Sprite level1c; level1c.setTexture(Level1c); level1c.setPosition(0,0); //level 1 part4 Texture Level1d; if (Level1d.loadFromFile("Pictures/Level1 part2.png") == 0) return 1; Sprite level1d; level1d.setTexture(Level1d); level1d.setPosition(1240,40); //Font Font font; if (font.loadFromFile("Fonts/ariali.ttf") == 0){ return 1; } //Sounds SoundBuffer JumpBuffer; if (JumpBuffer.loadFromFile("Sounds/jump.wav") == 0){ return 1; } Sound Jump; Jump.setBuffer(JumpBuffer); Jump.setVolume(20); //Music Music sidewalk; if (sidewalk.openFromFile("Songs/Sidewalk.ogg") == 0){ return 1; } sidewalk.setVolume(50); sidewalk.setLoop(true); sidewalk.play(); //Render Shapes RectangleShape background1; background1.setSize(Vector2f(1280, 720)); background1.setPosition(0, 0); background1.setTexture(&background); //Text Text title; title.setFont(font); title.setCharacterSize(100); title.setString("Bearumper\n"); title.setPosition(0, 0); title.setColor(Color::Blue); Text credits; credits.setFont(font); credits.setCharacterSize(50); credits.setString("by Rishan"); credits.setPosition(0, 150); credits.setColor(Color::Blue); //Game Loop while (play == true) { //Events while(window.pollEvent(event)){ //When X is pressed the game closes if (event.type == Event::Closed){ play = false ; } if (event.type == Event::KeyPressed){ if (event.key.code == Keyboard::A) aPressed = true; if (event.key.code == Keyboard:) dPressed = true; if (event.key.code == Keyboard::Space){ window.setKeyRepeatEnabled(false) ; Jump.play(); spacebar = true;} } if (event.type == Event::KeyReleased){ if (event.key.code == Keyboard::A) aPressed = false; if (event.key.code == Keyboard:) dPressed = false; if (event.key.code == Keyboard::Space) spacebar = false; } //Mouse Position if (event.type == Event::MouseMoved){ mouseX = event.mouseMove.x ; mouseY = event.mouseMove.y ; } if (event.type == Event::KeyPressed && event.key.code == Keyboard::F1){ mousecoordinates = true ; } //Music Pause if (event.type == Event::KeyPressed && event.key.code == Keyboard::F2){ sidewalk.pause(); } //Music Play if (event.type == Event::KeyPressed && event.key.code == Keyboard::F3){ sidewalk.play(); } } //Logic //Movement if (dPressed == true){ xVelocity = 5; } if (aPressed == true){ xVelocity = -5; } if (dPressed == true && aPressed == true){ xVelocity = 0; } if (dPressed == false && aPressed == false){ xVelocity = 0; } if (spacebar == true){ yVelocity = -5; } //Move sprite1.move(xVelocity, 0); sprite1.move(0, yVelocity); //Collision if (sprite1.getGlobalBounds().intersects(level1a.getGlobalBounds()) == true){ sprite1.move( -xVelocity, 0); sprite1.move( 0, -yVelocity); } if (sprite1.getGlobalBounds().intersects(level1b.getGlobalBounds()) == true){ sprite1.move( -xVelocity, 0); sprite1.move( 0, -yVelocity); } if (sprite1.getGlobalBounds().intersects(level1c.getGlobalBounds()) == true){ sprite1.move( -xVelocity, 0); sprite1.move( 0, -yVelocity); } if (sprite1.getGlobalBounds().intersects(level1d.getGlobalBounds()) == true){ sprite1.move( -xVelocity, 0); sprite1.move( 0, -yVelocity); } //Print to console if (leftClick == true){ cout << "Shoot" << endl ; leftClick = false ; } if (mousecoordinates == true){ cout << "Mouse x: " << mouseX << " Mouse y: " << mouseY << endl ; mousecoordinates = false ; } //Character //Rendering window.clear(); window.draw(background1); window.draw(level1a); window.draw(level1b); window.draw(level1c); window.draw(level1d); window.draw(title); window.draw(credits); window.draw(sprite1); window.display(); } //Clean Up window.close(); }[/source]