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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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About Flurrih

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  1. Hello,   I will start off by saying that I'm studying IT at 2nd year and I have little experience in desktop programming in C++/SFML/OpenGL I also know SQL, UE4 and some Unity. I have never worked on mobile or web games. Since few days I'm looking for something new to learn to continue my education. I came up with idea to actually start working on my game I have been thinking about for a long time. I won't say what's the idea, but the gameplay is smilar but a bit more advanced than Blood Brothers 1 and 2 (android game). First I thought about making it only web rpg game, but I think going for android would be very good idea.   I have couple of questions/ need advice.   1. Should I start with web or android first (or give up on web and focus on android only) 2. Depending on first question, what language/framework/engine should I use 3. How about networking   If I had to do it for android only, I should probably go for Unity and some C# networking, but if I'm thinking about web game, I'm not sure then where to go. I also see Phaser framework for web and mobile games(sounds like Ionic), but how would I solve networking there? For networking part, I'm playing with client/server programming in C++/SFML but still beginner.   I just need advice on which path to go, since I'm not familiar with android or web programming.
  2. 5.0.10 as I remember.   Just got back from school, made some changes and tested it out. Seems the problem is solved, in case I will get errors, I will back here.   Solution: @dajaime degrees = 0;   Thank you everyone.
  3. Im using Visual Studio 2012. Im confused is what you ask for?
  4. Hello,   I'm coding some game, but I got into trouble. The game runs smoothly at the first run but when I close it and compile again I get this error:   "Run-Time Check Failure #3 - The variable 'degrees' is being used without being initialized. If there is a handler for this exception, the program may be safely continued."   Heres my code: #include<allegro5\allegro5.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_image.h> #include <iostream> #include <cmath> using namespace std; #define ScreenWidth 800 #define ScreenHeight 600 #define PI 3.14159265 int main() { ALLEGRO_DISPLAY *display; enum Direction { DOWN, LEFT, RIGHT, UP }; const float FPS = 60.0; const float frameFPS = 15.0; if(!al_init()) al_show_native_message_box(NULL, "Error", NULL, "Could not Initialize Allegro", NULL, NULL); display = al_create_display(ScreenWidth, ScreenHeight); if(!display) al_show_native_message_box(NULL, "Error", NULL, "Could not create Allegro Display", NULL, NULL); al_set_window_position(display, 200, 200); bool done = false, draw = true, active = false; float x = 360, y = 280, moveSpeed = 5; int dir = DOWN, sourceX = 32, sourceY = 0, mx, my; //mx , my - mouse position long double degrees; al_install_mouse(); al_install_keyboard(); al_init_image_addon(); ALLEGRO_BITMAP *player = al_load_bitmap("plane.png"); ALLEGRO_KEYBOARD_STATE keyState; ALLEGRO_TIMER *timer = al_create_timer(1.0 / FPS); ALLEGRO_TIMER *frameTimer = al_create_timer(1.0 / frameFPS); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_timer_event_source(timer)); al_register_event_source(event_queue, al_get_timer_event_source(frameTimer)); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_mouse_event_source()); al_start_timer(timer); al_start_timer(frameTimer); while(!done) { ALLEGRO_EVENT events; al_wait_for_event(event_queue, &events); al_get_keyboard_state(&keyState); if(events.type == ALLEGRO_EVENT_DISPLAY_CLOSE) { done = true; } else if(events.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = events.mouse.x; my = events.mouse.y; if(mx > x && my > y) { degrees = ((3*PI)/2) + atan2(mx-x,y-my); cout<< "Case 1: " << degrees << endl; } if(mx < x && my > y) { degrees = (PI + atan2(y-my,x-mx)); cout<< "Case : " << degrees << endl; } if(mx < x && my < y) { degrees = (PI/2) + atan2(x-mx,my-y); cout<< "Case 3: " << degrees << endl; } if(mx > x && my < y) { degrees = (atan2(my-y,mx -x)); cout<< "Case 4: " << degrees << endl; } cout << mx << endl << my << endl; } else if (events.type == ALLEGRO_EVENT_TIMER) { if(events.timer.source == timer) { active = true; if(al_key_down(&keyState, ALLEGRO_KEY_LEFT) && al_key_down(&keyState, ALLEGRO_KEY_DOWN)) { x -= moveSpeed; y += moveSpeed; } else if(al_key_down(&keyState, ALLEGRO_KEY_RIGHT) && al_key_down(&keyState, ALLEGRO_KEY_DOWN)) { x += moveSpeed; y += moveSpeed; } else if(al_key_down(&keyState, ALLEGRO_KEY_LEFT) && al_key_down(&keyState, ALLEGRO_KEY_UP)) { x -= moveSpeed; y -= moveSpeed; } else if(al_key_down(&keyState, ALLEGRO_KEY_RIGHT) && al_key_down(&keyState, ALLEGRO_KEY_UP)) { x += moveSpeed; y -= moveSpeed; } else if(al_key_down(&keyState, ALLEGRO_KEY_DOWN)) { y += moveSpeed; dir = DOWN; } else if(al_key_down(&keyState, ALLEGRO_KEY_UP)) { y -= moveSpeed; dir = UP; } else if(al_key_down(&keyState, ALLEGRO_KEY_RIGHT)) { x += moveSpeed; dir = RIGHT; } else if(al_key_down(&keyState, ALLEGRO_KEY_LEFT)) { x -= moveSpeed; dir = LEFT; } else active = false; } else if (events.timer.source == frameTimer) { if(active) sourceX += al_get_bitmap_width(player) / 3; else sourceX = 32; if(sourceX >= al_get_bitmap_width(player)) sourceX = 0; sourceY = dir; } draw = true; } if(draw) { al_draw_rotated_bitmap(player, 32 , 27 , x, y, degrees, 0); al_convert_mask_to_alpha(player, al_map_rgb( 255, 255, 255 ) ); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_display(display); al_destroy_timer(timer); al_destroy_timer(frameTimer); al_destroy_bitmap(player); al_destroy_event_queue(event_queue); return 0; }
  5.   So from my understanding, please correct me if I'm wrong, I should start off writing the item data in app like excel [just example, excel seems to be less complicated than sql - I cant get the SQLite lib to work with my IDE], then it's being scanned for data and stored in XML file [aswell example, I already went deeper into XML] and then the data is loaded in game.   Just a question, how is the XML handling data from excel?
  6. Hello!   At the begining I'd like to present myself as this is my first post here. I'm Tomek [Tom, Tomas etc], I'm 18 from Poland, I know some of C++, mostly basics.   I just have couple of questions that I can't find clear answer for it, or maybe just can't find it.   1. How do I code game inventory just like RPG games?   2. How to create item data?   I was trying to create it in dat file. Using fstream for that, but I find it difficult to manage line by line, it's not that simple. I just want to know if I'm going right way with fstream, maybe there are bettter ways you used? What I had in my mind, I want it to be sorted by, for example: ID / Name / Level / Class... so each item has their own properties.   I was trying to make registration system and stuff, but I can't get SQLite lib to work with VS12 [keep getting errors] so I will leave that for later.     I want to mention I just need key words from you, so I can google and learn it. I don't need you to explain me every detail, just if I will have troubles in understading I will ask you to do. This is not gonna be game at the begining, it's just for experiencing. Not gonna go farer than console app at the moment.   Thank you in advance.