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Christoher Randin

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  1. As far as starting small, why not by creating an Avatar and having him move around a bit and just control the way he moves in the game world. Then later you can start adding in some interactions via triggers and Input to talk with npc or trigger an event. Just start at the very basic and build up. If you start on top you will only fall hard, so the closer you are to the bottom the less it hurts.
  2. Hello everyone, I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Breaking Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files.   This is an irritating problem that keep coming up for some reason and is always a problem to fix it.   I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.
  3. What are some C++/C libraries and some techniques that game developers should know when working with C++? Like I can do some stuff if I put my mind to it, but it will never be optimized.  How can I think  in a fashion which I try to get the most power and speed out of C++. Like I have heard to avoid using STL because of there restricting and "slow" when taking to a advance level.   I am not beginner, but I am also no professional software engineer.  I am in school learning, but not many courses seem to talk about advance techniques in C++, like some stuff people don't first noticed until a lot of research.
  4. Unity

    You will have to use way points to know where exactly it should travel or create an algorithm to move along a desired motion. Or actually it can be done easier thanks to Unity. http://forum.unity3d.com/threads/20536-Moving-camera-on-a-circle-path
  5. So, I want to make a 3D tiled turned based strategy game like Fire Emblem.  My only problem thus far is coming up with a solution on how to implement a tile based environment and the possible movement each unit can move.  For the movement my though was using something as A*, but modify, but just not sure how to mimic the tiled logic.  I will be using Unity to build this game on.  If anyone knows any good articles or ideas on how to achieve it would be appreciated.
  6. Want to just make a game then use an already built engine like Unity, which is easy for beginners or UDK which is a bit more tricky, to some.  These are 3D engines.  Torque 2D for 2D games.  Here are a list of engines if you want some in specific http://en.wikipedia.org/wiki/List_of_game_engines  all have there pros and cons and type of game they are suited for, but can also work for different types of games. Such as, UDK is a fps engine, but it is capable of making a board game or RTS tile based game.   if you want to understand basics of how games are made then you want the low level stuff like OpenGL or DirectX are the popular ones.  I personally was interested in making a game so I went straight into an engine, Unity since I was new with an engine environment.  After a couple of weeks I know a lot about it and can crank out games pretty quick provided I had some assets.   Here is a simple game that was made for global game jam this past weekend. http://globalgamejam.org/2013/super-morbid  I know it isn't AAA quality, but it was fun making and hey I actually made a game.
  7. I know how to use C++, C#, Python, Boo, Unityscript and I am from California.  Not sure how location correlates to the computer language you know.
  8. Looks really nice.  Wish it was out sooner instead of wasting my time with other tutorials that didn't really have much pizaz. Maybe a suggestion on a basic game with network, nothing complicated.  Just to help jump start people with network API or what ever is used for Unity.   Hey, I have liked playing with Unity and have learned a bunch.  The thing is I have been finding it difficult to have a game out because of don't have any models to use except stuff I take from a bunch of places, which don't even have a same theme.  Do you create games all on yourself or you have a team to push games out focusing in your own discipline. 
  9. Unity

    Yeah, that is kind of annoying at times. Just wanted to note that UnityScript (aka JavaScript) doesn't have this "disadvantage", though C# does.  Not sure about Boo, though (I've never used it). If you mean something like  thisVector as Vector3 = Vector3(1,2,3) print(thisVector) // Vector3(1,2,3) thisVector.y = 5 print(thisVector) // Vector3(1,5,3)   If this is what you mean then Boo can do this with ease.
  10. Unity

    haha, check what I found http://unitygems.com/mistakes1/
  11. Unity

    Here are some good practices when using Unity. http://devmag.org.za/2012/07/12/50-tips-for-working-with-unity-best-practices/
  12. Unity

    oh, cool didn't know that.  Was wondering why some programmers did something like myTransfrom = transform on the start/awake functions. Is there an other alternative of GameObject.Find('..') rather not doing var go : GameObject and having to drag and drop from the inspector?
  13. My only concern with Blender is that it is open source meaning it evolves very quickly, so what I learn now, many not be the same in a year or 2. Unless, the changes aren't so drastic.  The thing is I am taking courses for graphics, like learning OpenGL and some aspects of how to create a simple game engine