• 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.

davinci28

Members
  • Content count

    5
  • Joined

  • Last visited

Community Reputation

107 Neutral

About davinci28

  • Rank
    Newbie
  1. Ah, so the decrease in memory usage essentially negates any hit to performance. Well, I think I can figure things out from here then; thank you *very* much for your assistance, good sir!
  2. I definitely see what you mean from a memory standpoint; that's what the Lazy Foo' tutorial said as well. It just struck me as an awfully processor-intensive task (relatively speaking) to make the map on the fly like that. Of course, it's also very possible (likley?) that I have an skewed view and it really is *way* better to do it on the fly. I suppose that if I were to do it that way, I would just take my upper and lower bounds of the camera (what is displayed of the screen) and just apply the corresponding mapFile tiles directly to the screen, every cycle of the main game loop?
  3. Alright, I think I got it. I moved the tempSurface initialization from outside the nested for loops to right before the current sprite from the spriteSheet is applied to it. I'm not really sure what was happening, but after each tile was pushed onto the tileVector, every entry in the vector was that new tile. I changed the for loop limits to only get the 3 sprites (instead of the whole sprite sheet) and I got textures, then moving the initialization fixed the vector error.
  4. Wow. Thanks for all that. I went and fixed the stylistic comments, as well as the extra call to mapFile >> currentTileID. The funky symbol was an error in copy/pasting the code here. I also added your CreateEmptySurface function you linked to. I see what you mean about trying to draw to a nonexistant surface, but I'm still just getting white when I run. I'll keep looking at my code, but thank you again for such a complete response! Also, by setting tileVector[0] to a single tile bitmap that I map, it is properly displayed, so I guess that the lower half of the function is correct.
  5. Hi all, I'm working on a simple RPG for an intermediate programming course (Sophomore, college), and have hit a bit of a snag. Usually I'd ask the instructor, but I'm not sure he has experience with SDL. I've been resorting to Lazy Foo's tutorials, though I've done this function on my own. My goal is to feed the function a string for the spritemap source file, then return a completed map. My approach is to store every tile to a vector of surfaces, then apply the tiles individually to the map surface based on what tile the map file indicates. As far as I can tell, all the files are being opened correctly, and are in the proper directory. Right now everything compiles fine, but the returned map is just white (from the BaseMap.bmp). This is my first attempt at using SDL, and I'd like to get the graphics down before moving on to the rest of the game mechanics. [source lang="cpp"]// Compiles map surface from map file and spritesheet SDL_Surface *MCSFLoadMap(string source) { SDL_Surface *spriteSheet = NULL; spriteSheet = SDL_LoadBMP(source.c_str()); SDL_Surface *map = NULL; map = MCSFLoadImage("BaseMap.bmp"); vector<SDL_Surface*> tileVector; SDL_Surface *tempSurface; for (int i = 0; i < SPRITES_PER_ROW; i++) { for (int j = 0; j < SPRITES_PER_COLUMN; j++) { Sint16 x = i * TILE_WIDTH; Sint16 y = j * TILE_HEIGHT; SDL_Rect currentTile = {x, y, TILE_WIDTH, TILE_HEIGHT}; MCSFApplySurface(0, 0, spriteSheet, tempSurface, &currentTile); tileVector.push_back(tempSurface); } } cout << tileVector.size() << endl; ifstream mapFile; mapFile.open("map1.map"); if (mapFile.is_open()) { int currentTileID = 0; mapFile >> currentTileID; int iMax = MAP_WIDTH / TILE_WIDTH; int jMax = MAP_HEIGHT / TILE_HEIGHT; for (int i = 0; i < iMax; i++) { for (int j = 0; j < jMax; j++) { MCSFApplySurface((i * TILE_WIDTH), (j * TILE_HEIGHT), tileVector[currentTileID], map); mapFile >> currentTileID; } } } else { cout << "File cannot be opened" << endl; } mapFile.close(); SDL_FreeSurface(spriteSheet); return map; }[/source] Thanks for your help!