Skibum

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About Skibum

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  1. I noticed [url="http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game"]this[/url] on the App Hub msdn site that you may be interested in checking. Honestly I'm not far enough into XNA to be able to figure out everything that it's doing but it is a full, if short, RPG written in C#.
  2. Salutations and good evening. I thought I'd post my first XNA game and see what the community thought. This is a C#, XNA 4.0 game I created over the last few weeks. The graphics are very simple and leave a lot to be desired but it's a working game. I created it in C# using the XNA 4.0 studio and it should have all of the files to open it up in Visual Studio Express 2010. The game is a simple clone. Start a game, place your ships, take turns shooting until someone wins. Seemed easy enough weeks ago when I started it but now it's working well enough to see what others think while I'm wrapping up the code. What I'm after are developers with a bit more experience that have a bit of time to check it out and provide some pointers as to how to make the code better though, of course, anyone can offer suggestions. Subversion command to download : svn checkout http://ship-sinker.googlecode.com/svn/trunk/ ship-sinker-read-only [url="http://code.google.com/p/ship-sinker/source/browse/trunk/Ship%20Sinker/ShipSinker/ShipSinker.cs"]Main source file if you just want to look[/url]. Thank you for your time! -Skibum
  3. Good game programming book?

    I'd start with this to get some basics and then move forward from there. As always if you're going to buy a book check out online reviews (amazon is good about reviews in my opinion.) http://www.devmaster.net/articles/intro-to-c++-with-game-dev/part1.php
  4. Perhaps I'm not quite understanding the question but here are my thoughts. 1) Do you mean the actual stairs (not pictured below)? Is there any reason you're not drawing from the top of the screen down? This way when you draw something "below" it then it will draw over the tile above. The game you show forces the character to walk strictly on the square tiles (not like The Legend of Zelda where you could walk on half a tile). Since a character can only walk on a single tile (and the transition between tiles) you would just draw the character right after drawing the tile row in which they are standing. (I say after the row because of the transition). Anything below on the screen (like the tree for example) will be drawn after the character and will occlude them. I couldn't tell you anything about Golden Sun as I've never heard of it before.
  5. Lua Courses in the UK?

    Speaking as a programmer one of the things that is mentioned very often is that you cannot stay still in technology and need to be constantly learning new things in order to keep up. This should not be limited to languages (C++, C#, Lua and yes, even HTML/javascript) but also how you learn new things (professional training, higher learning or the tried and true - pick it up and make something work). With that said the best way that I have found is to choose a goal for a new project and complete that goal using the new technology. This forces me to complete a task with the technology instead of just playing with it. This type of learning works best for me. With that said here are the links I have for learning Lua. I have not yet taken the plunge but will get to it. If you happen to run across a better tutorial geared towards game programming please post it here for the rest of us to see. Lua Tutorial on the Lua site Calling C++ Functions From Lua Using Lua Scripting For Games Programming in Lua (first edition) - book Hopefully the links will help.
  6. If I were to guess the reason they used such an obnoxious color is to make it obvious when playing the game if you're off by one as it will show up so well.
  7. Ah I was mistaken and thought that "MDX" meant Microsoft DirectX, that clears things up a bit. [Edited by - Skibum on July 16, 2009 9:30:27 PM]
  8. The latest DirectX SDK is March 2009, that's only 4 months old and it's old? I haven't seen anything indicating that DirectX is a dying technology.
  9. I'm using C# in a windows app and DirectX 9 on a vista machine. What I'm trying to do is to rotate an image in place so I can avoid having to make a ton of images all facing different directions. The png file "Ship.png" is a simple image, a 32x32 ship facing straight up. I have an Init and a Render which I think is all that needs shown here for this example. In my class: private Texture t = null; Sprite s = null; float rotationAngle = 0; public void Init(Device d) { // Load the Texture into variable "t", seems to work fine // My transparent color is 0x00FF00FF shown by the last argument t = TextureLoader.FromFile(d, "Ship.png", 32, 32, 0, Usage.Dynamic, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(255, 0, 255, 0).ToArgb()); // init the sprite with the device s = new Sprite(d); } This will display the ship at 0,0, unmoving, good Texture t = null; Sprite s = null; float rotationAngle = 0; Point position = new Point(0, 0); Point rotationCenter = new Point(0, 0); public void Render(Device d) { s.Begin(SpriteFlags.AlphaBlend); s.Draw2D(t, rotationCenter, rotationAngle, position, Color.White.ToArgb()); s.End(); } So from the above Render I change to the following and end up with a rotating ship revolving around the top left corner counter-clockwise in and out of my window. Texture t = null; Sprite s = null; float rotationAngle = 0; Point position = new Point(0,0); Point rotationCenter = new Point(0, 0); public void Render(Device d) { s.Begin(SpriteFlags.AlphaBlend); rotationAngle -= 0.05f; s.Draw2D(t, rotationCenter, rotationAngle, position, Color.White.ToArgb()); s.End(); } So I change the rotationCenter line and nothing else and I end up with a ship that is rotating on the top left point of my window in the center of the ship, just like what I want but not where, it's 3/4 off the screen because the ship center is my top left window pixel. Texture t = null; Sprite s = null; float rotationAngle = 0; Point position = new Point(0,0); Point rotationCenter = new Point(16, 16); public void Render(Device d) { s.Begin(SpriteFlags.AlphaBlend); rotationAngle -= 0.05f; s.Draw2D(t, rotationCenter, rotationAngle, position, Color.White.ToArgb()); s.End(); } So then I change the position to Point(16, 16) thinking it will move the ship and keep it rotating like it should. It moves the ship to 16,16 but it still rotates around the 0,0 of the window so it's on and off the screen. That seems so messed up. If, instead of my Draw2D function I use Draw instead like below then it will work like I want it to but I have next to no idea why this will work and not the Draw2D. s.Transform = Matrix.Transformation2D(new Vector2(0, 0), 0, new Vector2(1, 1), new Vector2(16, 16), rotationAngle, new Vector2(0, 0)); s.Draw(t, new Rectangle(0, 0, 32, 32), new Vector3(0, 0, 0), new Vector3(0, 0, 0), Color.White); If I want to change the location of the image in my window then I would change the change below. I used (X-COORD, Y-COORD) to designate the locations in the source. s.Transform = Matrix.Transformation2D(new Vector2(0, 0), 0, new Vector2(1, 1), new Vector2(16, 16), rotationAngle, new Vector2(X-COORD, Y-COORD)); s.Draw(t, new Rectangle(0, 0, 32, 32), new Vector3(0, 0, 0), new Vector3(0, 0, 0), Color.White); The Transform on the sprite does not seem to change the working of s.Draw2D(). It's almost like whatever I do the Sprite.Draw2D function ignores my rotationCenter and uses Point(0,0) instead. I'm at a loss to figure this out. I've tried many more iterations than show above and haven't come up with a conclusion as to how to fix it (obviously, or I wouldn't be posting). Edit - change a comment
  10. Any chance of getting some with and without shots to show off what you've done? I'm always interested in seeing what others are up to.
  11. Using command line arguments

    Doesn't your WinMain look something like this? int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) If that's the case I would check szCmdLine (or whatever you name it) for your arguments.
  12. Mini tutorials

    In the articles section is a section that seems to be exactly what you want: Sweet Snippets Sweet Snippets are relatively short articles that focus on a very specific aspect of programming. They contain source code and an explanation of how to use it. If you'd like to contribute a Sweet Snippets article (which can be as simple as expounding on a post you've made to the forums) send it to writers@gamedev.net. Edit - Bleh spent too much time reading articles before replying, MikeTacular beat me to the punch.
  13. asking for a test!

    Windows Vista, latest service packs installed (whatever they are, sorry). Works without fail and looks good to boot.
  14. If you are using direct input I would check out this post on gamedev.
  15. Well I've done my own versions of blocks, a pac-man and asteroids. Next on my list is something that requires more of a game world and some extra added challenge. As I really enjoyed the game Dragon Warrior I was considering it as a project (2d top down scrolling rpg with random monster encounters). I'm trying to get a high level overview before I start into it. Considering the amount of content a game like this would have I decided a scripting engine would be much better than writing everything in code (that's why I'm here). What I'm curious about is how the script and game will interact and how much to script vs code. So for an example when I press the up arrow if there is a menu on screen the cursor should move up but if not then the character should attempt to move up, should this be handled in script or is it better to allow the code to do it? I'm going to guess that the maps should be scripted somehow as well though I'm not quite sure to go about it at this point. It should probably provide the terrain, NPC locations and so on right? Last thing I can think of at this point would be when you want to speak with an NPC, walk up to hit, hit enter (or whatever), how do you run the script for this particular NPC? I've been reading as much as I can find about Lua but I can't seem to find a small or sample game written with it (just examples like Warcraft... not so helpful at my level). I'm not tied to Lua or any particular script language though so any recommendations (free please!) would be considered. Any and all help is appreciated and if you happen to be able to recommend a good book on this subject that would be great as well. Thank you!