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Lickatoad

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  1. Awesome, thanks very much for the help everyone. I think I know what to do to implement it now.
  2. Hi, i'm making a zelda like game and was trying to implement a boomerang where u shoot it, it goes a set distance and then returns to the user. I can shoot the bullet out ok but just not sure on how to implement the above.   Any suggestions would be great. Thanks
  3. If your just starting out programming start by learning C++ and maybe SDL...Then check out OpenGL once your more confident. I'm just starting and going with Allegro as my API which I think also links into OpenGL   SDL or Allegro give user inputs, sound etc then u can use OpenGL to do the graphics if u want.
  4. Got it working great now, thanks again mate :D
  5. Ok, I get what your saying and have an idea where to look and hopefully what to do next.   Thanks again for all your help, really appreciate it
  6. Doesn't Half-Life and other Valve games have an option to swap hands?
  7. Awesome! Thank works really well thank you and fires according to each direction.  Just one last question, it could be due to the array used but if i'm firing in one direction then change to another the bullets sometimes change direction mid firing. Sometimes the bullets also fire diagonally then automatically correct themselves later too. Other than that though I just wanted to say a big thanks, spent ages trying to figure that out :D
  8. Thanks very much for your help, i've nearly got it working. I've changed the bulletdir into the switch.  Under init bullet if I manually enter the direction it fires perfectly but i'm now having a hard time getting the tanks direction in there. I've tried doing it 2 ways, as listed below.       if (tank.dir == 0)             bullet[i].bulletdir = 0;     else if (tank.dir == 1)             bullet[i].bulletdir = 1;     else if (tank.dir == 2)             bullet[i].bulletdir = 2;     else if (tank.dir == 3)             bullet[i].bulletdir = 3; ***** Or i've tried doing bullet[i].bulletdir = tank.dir           *********Heres the updated switch (and I can probably remove the tankplayer &tank reference now)   void UpdateBullet(Bullet bullet[], int size, TankPlayer &tank)   {         for(int i = 0; i < size; i++)       switch (bullet[i].bulletdir)     {         case 0: //up                 for(int i = 0; i < size; i++)                 {                             if(bullet[i].live)                     {                                                 bullet[i].bulletY -= bullet[i].bulletSpeed;                         if(bullet[i].bulletY < 0)                         bullet[i].live = false;                     }                 }             break;         case 1: //right                 for(int i = 0; i < size; i++)                 {                             if(bullet[i].live)                     {                         bullet[i].bulletX += bullet[i].bulletSpeed;                         if(bullet[i].bulletX > WIDTH)                         bullet[i].live = false;                     }                 }             break;         case 2: //down             for(int i = 0; i < size; i++)                 {                             if(bullet[i].live)                     {                         bullet[i].bulletY += bullet[i].bulletSpeed;                         if(bullet[i].bulletY > HEIGHT)                         bullet[i].live = false;                     }                 }             break;         case 3: //left             for(int i = 0; i < size; i++)                 {                             if(bullet[i].live)                     {                         bullet[i].bulletX -= bullet[i].bulletSpeed;                         if(bullet[i].bulletX < 0)                         bullet[i].live = false;                     }                 }             break;     } }           Trying it either way only shoots right.    Under InitTank where i've originally set the original tank direction to 1, it seems it's only keeping that figure when I shoot through the above statements and not updating it accordingly, or passing on the updated values.   I know it's going to be simple and i'm probably overthinking things. Thanks again for your help.
  9. Hi all, i'm new to programming, C++ and Allegro and am a bit stuck. I've got a tank shooting projectiles 4 directions but when I change player direction, the bullet changes mid flight.I know it's bullet[i].bulletX linking to my tank.x but if I try and change the bullets x/y coord the bullet stays still. I'm not sure where to go from here so any help would be appreciated. Thanks in advance.   (The section of code is at the bottom of main.cs attached, void UpdateBullet(Bullet bullet[], int size, TankPlayer &tank) )     main.cs #include <allegro5\allegro5.h> #include <allegro5\allegro_native_dialog.h> #include <allegro5\allegro_primitives.h> #include <allegro5\allegro_image.h> #include <allegro5\allegro_ttf.h> //#include <allegro5\allegro_font.h> #include "objects.h" const int WIDTH = 800; const int HEIGHT = 400; const int NUM_BULLETS = 5; enum KEYS {UP, DOWN, LEFT, RIGHT, SPACE, ENTER}; bool keys[6] = {false, false, false, false, false, false}; void InitTank(TankPlayer &tank); void Drawtank(TankPlayer &tank); void MoveTankUp(TankPlayer &tank); void MoveTankDown(TankPlayer &tank); void MoveTankLeft(TankPlayer &tank); void MoveTankRight(TankPlayer &tank); void InitBullet(Bullet bullet[], int size, TankPlayer &tank); void DrawBullet(Bullet bullet[], int size); void FireBullet(Bullet bullet[], int size, TankPlayer &tank); void UpdateBullet(Bullet bullet[], int size, TankPlayer &tank); int main() { //Variables bool done = false; bool draw = true; const int FPS = 60.0; //Object Variables TankPlayer tank; Bullet bullets[5]; //Allegro Variables ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_TIMER *timer = NULL; ALLEGRO_FONT *font18 = NULL; ALLEGRO_BITMAP *tankimage = NULL; //Allegro Init if(!al_init()) al_show_native_message_box(NULL, "Error", NULL, "Could not Initialize Allegro", NULL, NULL); display = al_create_display(WIDTH, HEIGHT); if(!display) al_show_native_message_box(NULL, "Error", NULL, "Could not create Allegro Display", NULL, NULL); //al_set_window_position(display, 200, 200); //Install addons al_init_primitives_addon(); al_install_keyboard(); //al_init_image_addon(); al_init_font_addon(); al_init_ttf_addon(); event_queue = al_create_event_queue(); timer = al_create_timer(1.0 / FPS); //srand(time(NULL)); //tankimage = al_load_bitmap("tank.png"); //al_convert_mask_to_alpha(tankimage, al_map_rgb(255,0,255)); font18 = al_load_font("arial.ttf", 18, 0); //Game Init InitTank(tank); InitBullet(bullets, NUM_BULLETS, tank); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_timer_event_source(timer)); al_register_event_source(event_queue, al_get_display_event_source(display)); al_start_timer(timer); while(!done) { ALLEGRO_EVENT events; al_wait_for_event(event_queue, &events); if(events.type == ALLEGRO_EVENT_TIMER) { draw = true; if(keys[UP]) MoveTankUp(tank); if(keys[DOWN]) MoveTankDown(tank); if(keys[LEFT]) MoveTankLeft(tank); if(keys[RIGHT]) MoveTankRight(tank); UpdateBullet(bullets, NUM_BULLETS, tank); /*if(!isGameOver) { }*/ } else if(events.type == ALLEGRO_EVENT_DISPLAY_CLOSE) { done = true; } else if(events.type == ALLEGRO_EVENT_KEY_DOWN) { switch(events.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: done = true; break; case ALLEGRO_KEY_UP: keys[UP] = true; break; case ALLEGRO_KEY_DOWN: keys[DOWN] = true; break; case ALLEGRO_KEY_LEFT: keys[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: keys[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: keys[SPACE] = true; FireBullet(bullets, NUM_BULLETS, tank); break; case ALLEGRO_KEY_ENTER: keys[ENTER] = true; break; } } else if(events.type == ALLEGRO_EVENT_KEY_UP) { switch(events.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: done = true; break; case ALLEGRO_KEY_UP: keys[UP] = false; break; case ALLEGRO_KEY_DOWN: keys[DOWN] = false; break; case ALLEGRO_KEY_LEFT: keys[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: keys[RIGHT] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; //al_draw_rectangle(x, y, x + 10, y + 10, al_map_rgb(44, 117, 255), 1); Drawtank(tank); DrawBullet(bullets, NUM_BULLETS); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); // al_draw_textf(font18, al_map_rgb(255,0,255), 5, 5, 0, "yooyoyoyo"); } } al_destroy_display(display); al_destroy_timer(timer); al_destroy_event_queue(event_queue); return 0; } void InitTank(TankPlayer &tank) { tank.ID = PLAYER; tank.x = 20; tank.y = HEIGHT / 2; tank.speed = 5; tank.dir = 1; tank.boundX = 6; tank.boundY = 7; } void Drawtank(TankPlayer &tank) { int dir = tank.dir; int x = tank.x; int y = tank.y; //draw tank body and turret al_draw_filled_rectangle(x-11, y-11, x+11, y+11, al_map_rgb(255,0,255)); al_draw_filled_rectangle(x-6, y-6, x+6, y+6, al_map_rgb(255,0,255)); //draw the treads based on orientation if (dir == 0 || dir == 2) { al_draw_filled_rectangle(x-16, y-16, x-11, y+16, al_map_rgb(255,0,255)); al_draw_filled_rectangle(x+11, y-16, x+16, y+16, al_map_rgb(255,0,255)); } else if (dir == 1 || dir == 3) { al_draw_filled_rectangle(x-16, y-16, x+16, y-11, al_map_rgb(255,0,255)); al_draw_filled_rectangle(x-16, y+16, x+16, y+11, al_map_rgb(255,0,255)); } //draw the turret based on direction switch (dir) { case 0: al_draw_filled_rectangle(x-1, y, x+1, y-16, al_map_rgb(255,0,255)); break; case 1: al_draw_filled_rectangle(x, y-1, x+16, y+1, al_map_rgb(255,0,255)); break; case 2: al_draw_filled_rectangle(x-1, y, x+1, y+16, al_map_rgb(255,0,255)); break; case 3: al_draw_filled_rectangle(x, y-1, x-16, y+1, al_map_rgb(255,0,025)); break; } } void MoveTankUp(TankPlayer &tank) { tank.y -= tank.speed; if(tank.y < 0) tank.y = 0; tank.dir = 0; } void MoveTankDown(TankPlayer &tank) { tank.y += tank.speed; if(tank.y > HEIGHT) tank.y = HEIGHT; tank.dir = 2; } void MoveTankLeft(TankPlayer &tank) { tank.x -= tank.speed; if(tank.x < 0) tank.x = 0; tank.dir = 3; } void MoveTankRight(TankPlayer &tank) { tank.x += tank.speed; if (tank.x > WIDTH) tank.x = WIDTH; tank.dir = 1; } void InitBullet(Bullet bullet[], int size, TankPlayer &tank) { for(int i = 0; i < size; i++) { bullet[i].ID = BULLET; bullet[i].bulletSpeed = 10; bullet[i].live = false; bullet[i].bulletdir = 1; bullet[i].bulletdir = tank.dir; } } void DrawBullet(Bullet bullet[], int size) { for (int i = 0; i < size; i++) al_draw_filled_circle(bullet[i].bulletX- 1, bullet[i].bulletY - 1, 3, al_map_rgb(200,200,200)); } void FireBullet(Bullet bullet[], int size, TankPlayer &tank) { switch (tank.dir) { case 0: for( int i = 0; i < size; i++) { if(!bullet[i].live) { bullet[i].bulletX = tank.x; bullet[i].bulletY = tank.y + 17; bullet[i].live = true; break; } } break; case 1: for( int i = 0; i < size; i++) { if(!bullet[i].live) { bullet[i].bulletX = tank.x + 17; bullet[i].bulletY = tank.y; bullet[i].live = true; break; } } break; case 2: for( int i = 0; i < size; i++) { if(!bullet[i].live) { bullet[i].bulletX = tank.x; bullet[i].bulletY = tank.y - 17; bullet[i].live = true; break; } } break; case 3: for( int i = 0; i < size; i++) { if(!bullet[i].live) { bullet[i].bulletX = tank.x - 17; bullet[i].bulletY = tank.y; bullet[i].live = true; break; } } break; } } void UpdateBullet(Bullet bullet[], int size, TankPlayer &tank) { switch (tank.dir) { case 0: //up for(int i = 0; i < size; i++) { if(bullet[i].live) { bullet[i].bulletY -= bullet[i].bulletSpeed; if(bullet[i].bulletY < 0) bullet[i].live = false; } } break; case 1: //right for(int i = 0; i < size; i++) { if(bullet[i].live) { bullet[i].bulletX += bullet[i].bulletSpeed; if(bullet[i].bulletX > WIDTH) bullet[i].live = false; } } break; case 2: //down for(int i = 0; i < size; i++) { if(bullet[i].live) { bullet[i].bulletY += bullet[i].bulletSpeed; if(bullet[i].bulletY > HEIGHT) bullet[i].live = false; } } break; case 3: //left for(int i = 0; i < size; i++) { if(bullet[i].live) { bullet[i].bulletX -= bullet[i].bulletSpeed; if(bullet[i].bulletX < 0) bullet[i].live = false; } } break; } }       ///////////////////////////////////////////////////////////////////// Objects.h  ////////////////////////////////////////////////////////////////////// enum IDS{PLAYER, BULLET}; struct TankPlayer { int ID; int x; int y; int dir; int speed; int boundX; int boundY; //ALLEGRO_BITMAP *image; }; struct Bullet { int ID; int bulletX; int bulletY; int bulletSpeed; int bulletdir; bool live; };