Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

2186 Excellent

About Gooey

  • Rank

Personal Information

  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Gooey

    Y'all ever just get wayyyy to distracted time n time again?

    Nice house this has made me consider maybe making a 2d rpg next rather than whatever I had in my mind.
  2. Gooey

    Getting back to it

    @Rutin@CyberFlash if you take a peek at my newest blog entry the game is avaliable to download for win32
  3. Gooey

    Card Game

    After alot of messing about in windows I have finally sorted out the game for people to play in a .zip compiled for win32 any feedback is welcomed. If anyone is interested in a linux version this will be much easier for me CardGame.zip
  4. So I messed about with my card game again today for a couple of hours. I am happy to say it went well I added two new game modes Addition and Subtraction which took all of about 10 mins. I added some options so you can choose the highest number card(1 - 13) amount of decks(1 - 13) I cheated a bit on the decks as I just used the menu for the highest card number. Adding in subtraction made me realise I needed negative numbers which wasnt a problem till I realised the - wasn't showing up. This caused me a headache for quite the while . Finally after an hour of changing fonts and what not making sure it wasn't something stupid I went back to my text rendering code... This is where I found a massive mistake (bmap.rows - glyph->bitmap_top) / fontSize, with that line. In my head bmap.rows - glyph->bitmap_top would give me a nice floaty number. Instead it was giving me a vary large unsigned(as that is what bmap.rows and glyph->bitmap_top return. A quick change and bang we were back in business! ((float)bmap.rows - (float)glyph->bitmap_top) / fontSize, magic! I then decided I had a few spare mins so i put in a win screen that congratulates you if you get 0% or 100% right flashy colours included.
  5. Gooey

    Getting back to it

    @Rutin ill try to sort it this weekend. @JWColeman This is the tutorial i used to understand loading and using .ttf fonts. if you have any questions get hold of me in the discord
  6. Gooey

    Getting back to it

    Errm hadn't really thought about it didn't realise anyone would like to play it
  7. Gooey

    Getting back to it

    I haven't been around alot recently due to my pc deciding not to work and time constraints but I am back! To get back in to it I decided to make a quick game me and my niece used to play with cards. The object of this game is to multiply the cards quickest and the winner gets the cards. Ok so after messing about for a day with it i have got a single player edition playable. It is not anything pretty by any means but it was a good way to get back into the swing of things. I will add options to it so you can choose the highest card 1-13 and how many decks of them cards. I would like to also make some sort of nice win screen too as at the moment it just takes you back to the Play/Exit screen.
  8. Gooey

    Buh-bye Windows, hello Linux!

    I have dual boot for exactally that reason @Polydone games not so much VS
  9. Gooey

    Forest Strike - Dev Blog #6

    Its looking good just read 1-6 as ive been away for a bit. How do you know what youve picked up from the boxes?
  10. say you drive through the edge into another / multiple others and crash you need to do the physics for all grids then in this case take the smallest change in all 3 directions as a collision has been made. That or create a mini grid for the object do the physics and then apply result to the object
  11. Gooey

    A minute of your time (or less!)

    with the use item it depends can you have multiple items if so i stickmwith what i put as then you can scroll through them with the shoulders otherwise id probably use one of the shoulders to use
  12. Gooey

    Bokeh to the Future

    Wow! It is nice to see you have got it done after all that time spent on it and it looks wow!
  13. Gooey

    Starting Someone in Programming

    What language? The faq's has a link to the python site which has tutorials.
  14. Gooey

    Texturing Cubes using UV Coordinates

    One of the problems you are having is that you are using an element buffer this isn't a bad thing but i think you may misunderstand what it is doing. You have 8 vertices which you reuse to make your cube but you have 24 uv coords when glDrawElements draws lets say your first 3 triangle   0, 1, 3, 1, 2, 3   it will grab the data pointed to by your glVertexAttribPointers so this would get for element 0 -0.5f, 0.5f,  0.0f //for the position  0.0f, 0.0f, 1.0f //for the colour 1.0f, 1.0f, 0.0f // for the texCoord 0.0f, 1.0f,  // for the uv everytime that the element buffer says it wants element 0 this is because when you use glDrawElements it will look at the data supplied by glVertexAttribPointer and get the data from the buffer at that point. So it is never using 16 of your uv coords as they are never asked for. this is because when glDrawElements it will ask for say element 1 which would return the the 2nd lot of data. That means that if you ask for element 3 it will look at the data supplied by glVertexAttribPointer and get data it says is is related to element 3 which for glVertexAttribPointer(UV_POS, // location 2, // size GL_FLOAT, // data type GL_FALSE, // normalize 3 * sizeof(GLfloat), // stride nullptr); // where in the buffer the data starts so in this example you have told opengl that the start of the bound GL_ARRAY_BUFFER is where the first bit of data is for UV_POS which contains 2 elements of type float which is not normalized and has a stride of 3 * sizeof(GLfloat) which is 12 bytes. so for element 0 OpenGL would get 2 floats from the beginning of the buffer. For element 1 it would get 2 floats from the beginning of the buffer + (8 bytes for the two float for element 0 + 12 bytes for the stride) so 20 bytes from the beginning of the buffer.
  15. Gooey

    Where to go after OpenGL intro

    The arcsynthesis tutorials are pretty good for opengl 3.3(modern) you can get them https://bitbucket.org/alfonse/gltut/downloads there
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!