• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

119 Neutral

About darraghdev

  • Rank
  1. Thanks guys, this stuff is really helpful. I thought it felt odd to encapsulate player members then provide a pointer to one, I'll implement move and jump operations in that class. Not sure what I was thinking with the statics, guess I didn't want to make an program instance because I only needed one, same with splash and menu. Also totally forgot about state.
  2. Hey guys, sorry this isn't really a question I'd just like some feedback. I started a program today to get a sprite moving and hopefully jumping (at some point tomorrow)    Would anyone care to comment on this wall of code, am I doing anything really silly yet? Does it make sense to include a player object as a member of a game object and use a pointer to the sprite member of the player object to move it?   Main.cpp #include "Program.h" int main() { Program::start(); return 0; }   Program.h #ifndef PROGRAM_H #define PROGRAM_H #include "SFML/Graphics.hpp" class Program { enum stateType { NotRunning, ShowingSplash, ShowingMenu, Playing, Closing }; static stateType state; static sf::RenderWindow window; static const std::string NAME; static const unsigned short WIDTH; static const unsigned short HEIGHT; static const unsigned short BITS; public: static void start(); static void waitForInput(); }; #endif   Program.cpp #include "Program.h" #include "Splash.h" #include "Menu.h" #include "Game.h" void Program::start() { if (state != NotRunning) { return; } window.create(sf::VideoMode(WIDTH, HEIGHT, BITS), NAME); Splash::load(window); waitForInput(); Menu::load(window); waitForInput(); Game newGame; newGame.load(window); newGame.play(window); } void Program::waitForInput() { sf::Event currentEvent; while (window.waitEvent(currentEvent)) { if (currentEvent.type == sf::Event::EventType::KeyPressed || currentEvent.type == sf::Event::EventType::MouseButtonPressed) { return; } } } Program::stateType Program::state = NotRunning; sf::RenderWindow Program::window; const std::string Program::NAME = "Platformer"; const unsigned short Program::WIDTH = 800; const unsigned short Program::HEIGHT = 600; const unsigned short Program::BITS = 32;   Splash.h #ifndef SPLASH_H #define SPLASH_H #include "SFML/Graphics.hpp" class Splash { public: static void load(sf::RenderWindow &); }; #endif   Splash.cpp #include "Splash.h" void Splash::load(sf::RenderWindow &window) { window.clear(sf::Color::Color(255, 0, 0)); window.display(); }   Menu.h #ifndef MENU_H #define MENU_H #include "SFML/Graphics.hpp" class Menu { public: static void load(sf::RenderWindow &); }; #endif   Menu.cpp #include "Menu.h" void Menu::load(sf::RenderWindow &window) { window.clear(sf::Color::Color(0, 255, 0)); window.display(); }   Player.h #ifndef PLAYER_H #define PLAYER_H #include "SFML/Graphics.hpp" class Player { sf::Image image; sf::Texture texture; sf::Sprite sprite; bool isLoaded; public: Player(); sf::Sprite* getSpritePtr(); }; #endif   Player.cpp #include "Player.h" Player::Player() { if (image.loadFromFile("images/player.png")) { texture.loadFromImage(image); sprite.setTexture(texture); isLoaded = true; } else { isLoaded = false; } } sf::Sprite* Player::getSpritePtr() { return &sprite; }   Game.h #ifndef GAME_H #define GAME_H #include "SFML/Graphics.hpp" #include "Player.h" class Game { Player player; public: void load(sf::RenderWindow &); void play(sf::RenderWindow &); }; #endif   Game.cpp #include "Game.h" void Game::load(sf::RenderWindow &window) { const unsigned int WINDOW_WIDTH = window.getSize().x; const unsigned int WINDOW_HEIGHT = window.getSize().y; sf::Sprite* playerSpritePtr = player.getSpritePtr(); const float PLAYER_WIDTH = playerSpritePtr->getScale().x; const float PLAYER_HEIGHT = playerSpritePtr->getScale().y; playerSpritePtr->setOrigin(PLAYER_WIDTH / 2, PLAYER_HEIGHT / 2); playerSpritePtr->setPosition(WINDOW_WIDTH / 2.0f, WINDOW_HEIGHT - 50.0f); window.clear(sf::Color::Color(0, 0, 0)); window.draw(*playerSpritePtr); window.display(); } void Game::play(sf::RenderWindow &window) { sf::Sprite* playerSpritePtr = player.getSpritePtr(); while (true) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Q)) { return; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left)) { playerSpritePtr->move(-0.1, 0); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right)) { playerSpritePtr->move(0.1, 0); } window.clear(sf::Color::Color(0, 0, 0)); window.draw(*playerSpritePtr); window.display(); } }