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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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  1. I am making a 2D physics based game using Box2D for Physics and SDL for Graphics.   I need to plot a collision line along the path of a ball(in linear trajectory) as it moves. The line should not collide with the plotting ball but other balls(which are also plotting lines). Also if the plotting ball collides with an object, it should stop plotting that line and begin plotting another, and should be collidable with the original. The images describe what i need. The ball has a radius which will intersect with the line if it is plotted from the center of the ball.      How can I implement this?
  2. I am making a simple physics based game using box2D as physics engine and SDL for graphics.   I need to put multiple lines on the screen using SDL_gfx. Is there any way i could blit those lines on a SDL_Surface and then that on my Main Screen, so as to avoid calling the line creation function too many times?  
  3. I am trying to make a simple physics based game in SDL, and i require a ball to bounce of lines in game.   However, when the ball collides with the line, it clips through it, messing up the collision count. The problem is due to the speed of the ball. If the ball travels fast enough, it can pass right through the line. I use frame independent motion and a circular collision detection for the ball   How can i make sure the collision doesn't clip?   Code For the Ball Collision Detection bool Projectile::check_collision(Line L) { int X1,X2,Y1,Y2,CL; int Cx=0,Cy=0,CP=0,Px=0,Py=0; float shortest_distance; double slopeL=0,slopeP=0; L.get_Line(X1,Y1,X2,Y2); getLocation(Px,Py); Px+=size/2; Py+=size/2; if(X2-X1!=0) { slopeL=(Y2-Y1)/(X2-X1); slopeP=-1/slopeL; //Y=mX+C; CL=Y1-slopeL*X1; CP=Py-slopeP*Px; Cx=(CL-CP)/(slopeP-slopeL); Cy=slopeP*Cx + CP; } else { Cy=Py; if(X2>Px) Cx=X2-Px; else Cx=Px-X2; } shortest_distance=sqrt(pow(double(Cx-Px),2)+pow(double(Cy-Py),2)); if(shortest_distance<size/2) { if(X2-X1!=0) on_collision(slopeL); else on_collision(); return true; } else return false; } If any more info is needed please tell me.
  4. OK i got it working, just had to copy the image files,dlls and exe into a release folder inside another folder in my solution folder. THANKS!
  5. [quote name='Servant of the Lord' timestamp='1351364077' post='4994481'] For each of your assets (sounds, images, fonts, etc...) you are loading, do you do proper error checking and report the error messages in text files somewhere? What do the errors say? Have you put the SDL libraries in the same folder as your executable? [/quote] No, Just included the dll files, what all exactly do i have to put in the executable folder and how do i do the error checking?
  6. I have made a simple PONG game for my school project in VC++ 2010 using SDL. When i build the Release build inside VC++ it works perfectly fine, but when i try running the .exe from the solution folder, Nothing happens at all. My SDL project does include .png files. Can someone pls tell me how to build a proper release so that i can take it in a pendrive and install it on other comps?
  7. I know the basics of C++ (Mainly Console applications) and have made many simple text based games, but i want to go further and start 2d (and later 3d) graphics, But i don't know where to start. Can someone help me find a good book, or a tutorial site, or anything at all to get me started?