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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'm trying to do 2d sprite animations.. And sometimes i need zooms.. Having separate images would probably be unpratical.. I''look into the transparent border (i don't need pixel precise zooms.. They are zooms after all :-) )thanks for your advices!
  2. Thanks for your answers!   I just pass integer values to my clips->x clips->y clips->w clips->h (despite their being GLfloats). As for matrices tranformation nothing more than a simple glScalef with arbitrary float arguments   The enviroment is set up just like this           glClearColor( 0, 0, 0, 0 );         glEnable( GL_TEXTURE_2D ); // Need this to display a texture       glEnable( GL_BLEND );     glDisable( GL_DEPTH_TEST );     glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );       glViewport( 0, 0, wwidth, wheight );       glMatrixMode( GL_PROJECTION );     glLoadIdentity();     glOrtho( 0, GAMEWIDTH, GAMEHEIGHT, 0, -1, 1 );          glMatrixMode( GL_MODELVIEW );     glLoadIdentity();   If as you said transformations and sub-imaging does't go along very well, wich is the right way of doing this?   By now i just tought about leaving a transparent pixels line between each image to circumvent the problem
  3. You are right, the problem seems to show up with GL_LINEAR.. This is my code, pretty simple as you can see.
  4. This is my rendering function of the specified clip: GLfloat s0,s1,t0,t1,w,h; s0 = (GLfloat) (clip->x) /texw ; s1 = (GLfloat) (clip->x+clip->w) /texw ; t0 = (GLfloat) (clip->y) /texh ; t1 = (GLfloat) (clip->y+clip->h) /texh ; w = (GLfloat) (clip->w) ; h = (GLfloat) (clip->h) ; OglVertex vertex[4]={ {{ s0, t0 }, { -w/2.f, -h/2.f }}, {{ s1, t0 }, { w/2.f, -h/2.f }}, {{ s1, t1 }, { w/2.f, h/2.f }}, {{ s0, t1 }, { -w/2.f, h/2.f }}, }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ARRAY_BUFFER, dvbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dibo); glBufferSubData(GL_ARRAY_BUFFER, 0, 4*sizeof(OglVertex), vertex); glTexCoordPointer(2, GL_FLOAT, sizeof(OglVertex), (GLvoid*)offsetof(OglVertex,texSyst)); glVertexPointer(2, GL_FLOAT, sizeof(OglVertex), (GLvoid*)offsetof(OglVertex, pos)); glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, NULL); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
  5. Hi everybody. I have some images stored one near each other in a single texture. I'm 2d drawing each of them specifing their positions in the texture's coordinate system (0.f-1.f). Everything works fine like that. Anyway, when i try to zoom (glscalef) one of these images (portion of the whole texture) strange behaviors might occour. Depending on the zoom size, in addition to the image i'm displaying, also a single line of one of the surronding images in the texture could be displayed. I'm using mag filter NEAREST and no texture wrappings. Using mag filter LINEAR the problem doesn't show up. Is this some intended behavior? Or maybe a floating point number/rounding problem? Thx for help
  6. If you like to drop me some code, i'll surely dig in it! Anyway i was looking for a more hud focused library, and simpler to make small menus..
  7. Hi everybody! I'm developing a small (for now) 2d game with sdl and opengl. I've reached the point i need to make a main menu, some options menus, a character-weapon selection screen, and some in-game hud (healt, ammos, modifiers, event texts like "you picked a treasure!"...). So i need to render some text and images. I've already tried successfully font libraries and so on. Anyway i'm wondering: is there a simpler and more flexible approach to making all these things. Like some easy to implement menus, counters, different size-color texts, etc.. I've looked in some GUI libraries, like CEGUI, but i'm wondering if it's the right approach.. I mean, i'm lookin for just some simple selection menus, nothing like draggable windows or resizable widgets. Also my game is using joypads, while i found most of these libraries mouse oriented.. And are they capable of rendering texts in a flexible or nice looking way? I'm just looking for some advices