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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.

Poigahn

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  1. Working on a VB2010 Project requiring use of a ListView Control. I can fill a multi Column Grid with the correct Information. Show and Hide The List. I Can Transfer Selected Items from the List to complete the other TextBox Controls. Now what I can not do, or find how to do is this: I have a Textbox That when Typed in Opens the ListView Control displaying all current Items. What I want to do is, As typing in the textBox I want to Highlight matching items in the First Column. Example : TextBox = Ca, I want to find and highlight the First Ca in the Listview Control. I have Searched online forums and can Only find the basics. Intellisence is a good sample of what I am Wanting to do. Can anyone provide me with a sample code or Tell me where to look ? I realize this is not a gaming question ! But I believe this is where I may get the appropriate Response.
  2. I just removed the old files, downloaded fresh ones.  Dev-CPP compiling OKay,  Installed the latest Dev-Pak for allegro.  Installation went good, However, Dev-CPP list it as an option for Multimedia, when compiling the sample the allegro.h file is not found.  How do I compile these source codes all at once to obtain the header files.  At this moment the Allegro folder only has the source code for these files.
  3. Before I get a bunch of thumbs down, Dev-CPP and Allegro 2D game with book I purchased!! Now on to the problem.  When initially installed, everything worked fine.  After a couple of Windows 10 Updates, nothing works. When I start DEV-CPP I get the following statement,  > Validation of compiler set "64-bit Release: No binary directories have been specified. < along with the option to allow DEV-CPP to apply default directories.  I click yes and nothing is corrected.  When I try to compile I get the same Statement.   Also, when I have the #include "allegro.h" I get a file not found when I use the debug syntax option.   I am just a game hobbiest.  Can someone help me Correct this or steer me in the direction of a different platform where I could get the resources to learn quickly.  I was at the next level of my game coding completion when this happened and really do not want to experience another learning curve.   I have CodeBlocks but need Allegro for that platform, hoping that a conversion would be easier.
  4. I have worked on some small business accounting software.  Data bases for inventory, sales, vendor and customer record keeping.  I have seen allot of off the shelf, boxed software designed with Visual C++ and Visual Basic.  With the Target market for the small, single store or home based business market.
  5. I too am an average guy.  More so a hobbiest.  I am interested in doing a RPG game.  Often I get so far and get stuck on ideas.  Maybe together we could fill in the blanks for each other and progress on.  I am still trying to connect the dots in C++.  I can do some coding, get a little stuck on interacting with graphics drivers.  Also interested in VB, Blitz3D.   Sincerely interested.  Nothing Ventured, Nothing Gained.  If it does not work out, Oh Well!!
  6.    I am trying to learn 3D modeling beyond the Basic Shapes and Articulations.  Specifically I would like to learn more about Item Mounting Nodes.    Example: I just modeled a spaceship fighter, I also modeled some weapons to attach at run time to the model.  Now I need to create the mounting node locations.  The book on 3D game program walks you through how to create all of these items.  But stops the explanation on how to select and attach the weapons to the spaceship.  After creating the items, the author provides the reader(me) with the code snippet to test fly your spaceship.  Leaving out the weapons loading.   Can anyone help me at this point.  The spaceship nodes are named "LW_Mount", "RW_Mount", "Nose_Mount".  The Weapon nodes are just named "Mount", since there is only 1 node per weapon.
  7.    I believe you are only considering a single layer with a single texture on all 6 sides on a cube ( 4 sides on a triangle ) ?    If you are using a layered texture, 1 - for graphic or color, But then you want to add wording or pictures, such as Cave Man Drawings, A different one on each side of your cube, Then you need the "R" value included to place those textures on the correct location.    I hope I explained that correctly!
  8.   Just a real long standing curiosity,  but I have seen both used in  numerous books and examples and never really understood the difference if any.  Please give me some clarification on their meaning and why they are used, when they are used.   #include <header_file.h>  vs  #include "header_file.h"   or   class  item {  fill in your variables }   vs.  struct item { fill in your variables }   Thanks 
  9. Everybody is a critic, LOL, just kidding.  I personally like your house and definitely would use it in a RPG game !!  The grass on the roof is quaint and charming.  To me it give the appearance of a poor woodsman or farmer, or even a low level non-human character.  The rocks are fine,  either natural or a quarried look to them.  If they were quarried, the would be smooth on a side or 2.     With all that said, my downer would be the window is to blue.  Add a touch of orange or yellow to give the appearance of reflecting sun-light or an interior lamp.  I would request that the window be darker with some type of curtain or drapery, preferably tattered to stick with the run down look or abandoned.   1 thing for certain is that I Could Not have done nowhere as nice of a job as you did!!
  10.   Speaking strictly as a hobbyist, after completing several games along the area of Space Invaders, I want to move onto RPG games.  I am starting out with Turn Based Strategy RPGs, such as military conflict where there are different phases, such as Movement, Attacks and Results.    Where I am currently have a mental block, is in the Save Game option.  I have done the Save High Scores into a Sequential Text File and then reloaded those scores when the game is started.   My question is.... "What is the best way to write the <Save Game> file ?"   Do you write all your Game Pieces 1 data element at a time ?  EXAMPLE : Writeln(filename,GamePiece.LocationY);                                                                                                                           Writeln(filename,GamePiece.LocationX);   Or do you / can you write the entire Structure as 1 ?  EXAMPLE: Writeln(filename,GamePiece); And how do you achieve this ?  I am using C++  and an Example code block would be helpful or at least point me in the right direction or reference a web site.   Thank you.
  11. A lot of good advice from everyone.  When I was learning C++, it was always helpful to apply what was being instructed into code, especially code that moved me in the direction I wanted to go.  This re-enforced everything and put it into perspective.   If you are a little shaky on C++, or any language, and you want to move towards game programming, then might I suggest picking up a book that covers game programming, with graphics. Read the book, enter in the code that is in the book, even if it is for a program or game you have no interest in, at least by doing this you will gain the understanding on how it is supposed to work, and then you can modify the code to take you towards your goal.
  12.  I do not know how the professionals do it.  I am relatively new myself to the 3D stuff.   But here is how I do it.    I design each piece of my model separately ( Wheels, Fenders and etc. ) then I assemble them into 1 model.  I do not weld any of the meshes together.  I attach a node to each section, then I animate the model simulate explosions or damage.  By not welding the meshes together, I am able to pull them apart from each other in the animation sequence.
  13. By not knowing any Java myself, before deciding to extend any more time in school, I would pick up a book at the library or bookstore covering the recommended language to see if I could make the transition from 1 to the other on my own.  ( Chances are you probably could !!).   If I felt I could, then I would shorten my stay, finish my studies and pursue something with that obtained knowledge.  If I then find that I would want to continue my studies at a later date ( within a year or 2 ) then I could always return to school, even if only part time to pick up the extra knowledge.
  14.   Writing Games and Programming Games are 2 different subjects that go side by side.  While skipping simple Games such as Tic-Tac-Toe and jumping to a RPG is a leap, it is also a choice in doing something that might keep you motivated.  Using RPG Maker is along the lines of writing a game,  where you enter in all the rules and date that would make your ideal RPG game work while using someone else's programming skills to make it happen.  That would be like telling Tom Clancy your War/Conflict/Spy story and having him writing it.  ( Albeit at this point he would be a true ghost writer. )   If you already know C++ and you want to do Game Programming ?   Your next step is to decide 2D or 3D and Pick up a book focusing on those Game programming subjects.  I personally think a 2D book focuses more on the Game Programming side of things and the 3D books focuses more on the Graphical Rendering of 3D Objects. Check Out Amazon.com or BarnesandNoble.com for titles like Game Programming For Teens, Game Programming : All in One, 3D Game Programming.  Be Careful in selecting your title, Not all books use C++,  Some use Visual Basic, TorGue or some other language.   Now on to writing your own Game.  Most of your programming is going to involve non-graphical functions, Start by learning those.  Build a console text-based game, even start with your RPG.  All of your cout statements will eventually convert over to your graphical Rendering Functions.   My First Game was a Text based American Football Game.  I created Data Cards for the Players,  Rolled a few Dice,  crossed the Dice Roll with the Data Elements,  Referenced a Game Play Chart,  Moved the ball if needed,  Tracked Field Positions,  Updated Downs, Scored, Tracked Time  and so on.  I built my game 1 Function at a time.  Each Function was Just Named Above.     Good Luck and Happy Programming
  15. Interesting, Very Interesting.  My First 3D game was based off a 1980s space/Planet Exploration Game.  The Game used pixel plotting to simulate 3D Graphics.  Everything was an outline of what it was supposed to represent.  Mountains, Buildings Bridges, Spacecraft were all pixel plotted outlines.  The game had 3 difficulty levels from easy ( Strictly Exploration) to Very Difficult ( High Frequency of attacking enemies ).    There was supposed to be collision detection so that you could not fly through objects, which did not work.   So as a Beginner's First 3D Project The game was Simple.  The Game had only 2 spacecraft, yours and the enemy with geosync Space Station.  I began by building My version of these spacecraft  with the 3D modeling software and as they were completed, would animate flight in my code.  The terrain was also kept simple, Sticking to the original game premise, Only expanding it by adding different Models.   Basically, In my opinion, as a complete first 3D Game project. Keeping it simple, with a game outline that is equally simple, but that would keep a player's interest would be essential.  In the original game, the exploration required you to discover space artifacts that gave clues on how to secure the planet's safety from enemy attacks.  I accomplished this by randomly placing these items around the Terrain at the beginning of a campaign.   Again - Keeping it simple, with something as the programmer, you are interested in