GDNet+ Standard
  • Content count

  • Joined

  • Last visited

Community Reputation

11474 Excellent

About Lactose

Personal Information

  • Interests
  1. Again Inclusion question

    Why are you loading textures manually in one place, but also passing the path in a different (seemingly unrelated) place? Your original post says it's to be able to request the texture again, but why would you ever want that? I would have expected the tile to only hold a pointer to its texture. Upon creation, load the texture (if need be, have some caching system or similar to prevent multiple loads of the same texture) and store a pointer to the texture in each tile/object.
  2. 2D Making 2D simple games (Zelda for example)

    Signatures are disabled by default. You having a signature doesn't mean others can see it; they need to enable signatures on their own to see them. The fact that they already have a signature doesn't mean anything either -- it is likely copied from the old forum system.
  3. Any advice?

    A typical Unity script starts with some other lines than the ones you've pasted here. These can't just be deleted when you create a new script. The default lines are, I believe: using UnityEngine; using System.Collections;
  4. Any advice?

    And what is the exact/entire error?
  5. Any advice?

    We can't tell you why the scripts aren't working without seeing them.
  6. If all you want is to start developing games, and you are a beginner, I would recommend you download one of the following engines instead of worrying about setting up complex toolchains and getting homebrew SDKs from various places on the internet: GameMaker Studio 2. Unity3D. Unreal Engine 4. GameMaker is more geared towards 2D games. Unity and Unreal have templates for both 2D and 3D games. hey are all free to download and test, so just pick one and try it. If you don't like it, try one of the other ones. Look at some tutorials for the chosen engine, then try to make something very simple (e.g. Pong). Keep making increasingly complex games. Later on you might decide you want greater control, or just want the experience of doing this stuff without engines. At that point, you can look into other options (e.g. using libraries like SDL with C++, or similar). That's for future you to worry about, though.
  7. Blogs. Am I limited to 5?

    GDNet+ allows you to create 5 blogs, as opposed to the default 1(?).
  8. Can we get signatures?

    There is a setting for it. If it is turned off, which it is by default, you see no signatures -- meaning that even if you set a signature, other people will by default not see it.
  9. Both those values are super tiny. They are essentially 0 -- just floating point inaccuracies. Nothing to worry about. -4.371139E-08 = -0.00000004371139
  10. Google points to this:
  11. Given the popularity of Unity, another approach could be having an "Assignment" be equal to "Unity project + sample video". The provided project could have had 1 script with its contents deleted (potentially with public functions declared). The participant's task is then to reimplement the correct behavior, as shown in the sample video. For example, Pong with the "Ball" script deleted. All it contains is a Move function, with the parameters it needs. The participant must then use that to add back in the correct behavior. In such a setup, there's a huge scope when it comes to complexity and difficulty of the tasks, and participants could choose Assignments according to their own preferred skill level.
  12. Circular inclusion problem

    No they don't. You can forward declare GameMode if all you need is to refer to it by pointer. Then just include GameMode.h in the CPP files.
  13. C++ Player out of tile map

    Depending on your compiler, modulo of a negative number can result in undefined behavior. Regardless, it should be fairly easy to track down where the error is in your case, since you can reproduce it easily: For every loop, before using the x and y indices anywhere, print/log them. When your application crashes, see what the x and y values are. Then, the next step is to find out why they are broken, and how to fix it.
  14. C++ Player out of tile map

    What values can posX have? If posX can be greater than 32, getStartBlockX will return a negative number. return (int)(-posX + (int)posX % 32) / 32; //Assuming posX = 33: //Ignoring the int-casts to show it simpler. return (-33 + 33 % 32) / 32; return (-33 + 1) / 32; return -32 / 32; return -1;
  15. Fixed update in game loop

    Just a small correction to this part -- since each simulation step is listed as being 0.5ms, we need at least 8 simulation steps for every graphical frame.