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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.


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  1. Guys we found the problem.   Disabling the Menu bar at the top, and disabling the window bar ( Making the window a PoPup basically) Fixed the issue.   They were throwing off the onscreen values!
  2. Also, I'm new to the website, so hello!   If you need anymore code from me to help solve the problem, ask And I shall supply.
  3.   Hello, I'm building a button class in which it will take in a sprite object that I also created, and use the position and dimensions of the sprite to generate a bounding box around it to check for collisions with the mouse With Min Max Collision Detection.   The Collision Detection algorithm I'm using is definitely not the problem, as I can see the bounding box being put in the wrong place.   Below is the code that generates the bounding box for the sprite:   ButtonCollisionBox is a structure of just floats.   ButtonNuteral is the sprite class I wrote.   Sprites are supposedly drawn from the top left, so I set  the boundingboxes Min to the ButtonNuterals Position, and I set the BoundingBox max to the ButtonNuterals Width and Height from the sprites position.     ButtonCollisionBox.Left = ButtonNuteral->GetSpritePosition().x; ButtonCollisionBox.Top = ButtonNuteral->GetSpritePosition().y; ButtonCollisionBox.Right = ButtonNuteral->GetSpritePosition().x + ButtonNuteral->GetWidth(); ButtonCollisionBox.Bottom = ButtonNuteral->GetSpritePosition().y+ ButtonNuteral->GetHeight();       The Sprite is being drawn with these lines:   Button Position is the Button Class I created, and the Zero is for rotation, which is not needed here.     ButtonNuteral->Update(ButtonPosition,0); ButtonNuteral->Draw();         This should work flawlessly, but the Bounding Boxes top left is being drawn just a little inside the button Image, but not at the corner like it should be.   In order to see this, I am drawing text at the top left of the boundingbox  by passing the ButtonCollisionBoxes information into this function:     void DrawFont(ID3DXFont* font,std::string input,float Left, float Right, float Top, float Bottom,int R, int G, int B, int Alpha) { RECT TempRect; TempRect.left = Left; TempRect.right = Right; TempRect.top = Top; TempRect.bottom = Bottom; D3DCOLOR TextColor = D3DCOLOR_ARGB(Alpha,R,G,B); LPSTR s = const_cast<char *>(input.c_str()); font->DrawTextA(NULL,s,-1,&TempRect,DT_TOP|DT_LEFT,TextColor); }       And I also have the button changing color and making sound once the Mouse Bounding box(1,1,1,1 box) collides with the ButtonCollisionBox:     MouseRect.left = MouseX - 1; MouseRect.right = MouseX + 1; MouseRect.top = MouseY - 1; MouseRect.bottom = MouseY +1;       I pass all that information into this MinMax Function:     bool CollisionLibrary::BoundingBoxes::MinMaxCollision(float Square1MaxX,float Square1MaxY,float Square1MinX,float Square1MinY,float Square2MaxX,float Square2MaxY,float Square2MinX,float Square2MinY) { if(Square1MaxX >= Square2MinX && Square1MinX <= Square2MaxX) { if(Square1MaxX >= Square2MinX && Square1MinX <= Square2MaxX && Square1MaxY >= Square2MinY && Square1MinY <= Square2MaxY) { return true; } else { return false; } } else { return false; } }   Ending up with a function call like this:     if(CD.BoundingBoxes.MinMaxCollision(MouseRect.right,MouseRect.bottom,MouseRect.left,MouseRect.top,ButtonCollisionBox.Right,ButtonCollisionBox.Bottom,ButtonCollisionBox.Left,ButtonCollisionBox.Top)) { Mouseover = true; }       Yet the bounding Box comes out in the wrong place, (1- 2 pixels Under the D in "Dynamic Bounding Box") as seen in Problem.png.     During Runtime, the collision Box is: Left = 960 Top = 540 Right = 1472 Bottom = 668   And the Sprite is:    Sprites Position: 960,540 Dimension 512,128     Nothing is being scaled. Can someone please help?   Why are they at the same positions, yet the bounding box isn't bounding the whole image?!