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About JackOfCandles

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  1. I'm at the point where I'm starting to add sound effects in my game. Sometimes it's easy, like a sword swinging having a "woosh" effect, but I'm having trouble with things that don't necessarily have a real world counterpart, such as collecting an upgrade. I suppose I could just go through a big list of sound effects until I find something that would sound good, but I feel like there has to be a more efficient way. When I need a visual graphic, I can visualize ideas in my head, or do some rough sketches on paper, but for sounds I can't do that. Are there perhaps some tricks for this kind of thing, or maybe a sort of "sound effect" glossary with words that describe different types of sound effects?
  2. There's a YouTube musician that I'd like to reach out to, to ask if I could purchase a license to use some of their music in my game, but I've never done this before and I was wondering if this is something I should get legal assistance with? Or is it as simple as sending a payment and getting written permission in an email? And I'd like to present myself as professional, so I am also wondering if there are perhaps industry or legal terms I should be aware of. I wasn't sure if this topic belongs here or in the Audio & Music forum, so I apologize if this is the wrong place to ask this.
  3. Really interesting idea, thanks! I'll give this a shot and see how it turns out.
  4. I may end up doing that, I'm just trying to keep it as simple as possible. I like your idea about slowing down time!
  5. I'm working on adding grappling hooks in my 2D game. I've finished the rope throwing implementation and now I've started working on implementing a targeting system, and it's a little trickier than I imagined. Consider the following situation: The player is standing on a platform, and is surrounded by three potential grappling hook targets, A, B, and C. I'd like to avoid having a manual targeting mechanism, because that seems like it would detract from the experience. So the problem is, how do I infer which one the player should swing to when they press the throw grappling hook button? The first thing I've done is using the player's look vector to determine which targets they are looking at. So if the player is looking to the left, target C would not be considered, leaving only A and B. The most likely option in this scenario is of course target B, as the player has no need to grapple to a target right below their feet, so my first instinct was to eliminate all targets that are below the player, but this doesn't give the desired behavior in all scenarios. For example, if the player were falling from above and they wanted to grapple to a ledge on their way down, this would fail. Another option I've considered is defining invisible regions which are associated with a particular target, and only allowing grappling to a target if the player is within the associated region. An issue I've found with this is sometimes regions will overlap, so this approach still didn't entirely solve the problem either. If for example, the region for A and B were to overlap, and the player were to hit the throw grappling hook button while in both of these regions, problem of determining which one to choose remains unresolved. So I am wondering if anyone else has implemented a similar system, and/or might have some ideas I hadn't considered.
  6. My graphics card is pretty old (Radeon HD 5900, released in 2009), and so it looks like it's no longer supported and it has the most up to date drivers installed. I think now with all this information, I'm less concerned about it, as it looks like a one off problem caused by ancient hardware. If other people aren't likely to have this issue when playing my game, I'm not too concerned about it. I'll just run it in windowed mode for now, until I can afford a better graphics card. I appreciate all your assistance with this!
  7. Sure thing! You can download it here: http://www.mediafire.com/file/u9hkmi0k5drgvqk/SdlTestbed.zip Unfortunately I don't have any other machines I can run it on. And I'll give SFML a look too, thanks! Edit: So I'm thinking this may be a hardware problem? I tried SFML and I get the same result when I create a full screen window. Though I did try another monitor I had lying around and it didn't work on that one either, so now I'm totally lost. Maybe it's my graphics card? Really strange... Edit2: I found a game in my steam library that runs at 1280x720 and confirmed the same thing happens when I try to play it full screen. I guess this is officially not a game dev problem.
  8. Yeah I thought of this too actually, and I did ensure the DLL was correct.
  9. Thanks, yeah I am using Visual Studio 2015, and I set my project settings like that. I even downloaded the source code and loaded the debug symbols from the PDB file so I can step into the SDL code itself. Still no luck. Tried 2.0.7 too and that didn't do it either. It's weird that it only seems to be certain resolutions that this happens for. I tried arbitrary ones too like 400x400 which worked. I'll give the SDL boards a try.
  10. Unfortunately it does not fix the problem. The mouse cursor is still constrained to a particular region of the screen, like the window itself is positioned incorrectly.
  11. Here's the a basic window creation app I wrote that will toggle between fullscreen and windowed mode when it detects a key press. Even with this minimal code, the problem still arises. #include <SDL.h> int main(int argc, char *args[]) { SDL_Window* window; window = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_SHOWN); SDL_Event event; //While the user hasn't quit, run the main loop. bool quit = false; bool isFullscreen = false; while (quit == false) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: if (isFullscreen == false) { SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); } else { SDL_SetWindowFullscreen(window, 0); } isFullscreen = !isFullscreen; break; case SDL_QUIT: quit = true; break; } } } return 0; }
  12. It's mostly the same, except I'm centering it and setting the SDL_WINDOW_OPENGL flag: //Create the window via SDL _window = SDL_CreateWindow("Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, _screenWidth, _screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL); And then I set the window to fullscreen after, exactly as you've done in the second code snippet.
  13. It's on Windows 7, and yeah I just updated to SDL2.0.8 to see if that would fix it, but it didn't.
  14. I've created a game window of size 1280x720, and everything works great, until I want to change it to fullscreen mode. When I try to use SDL_SetWindowFullscreen(_window, SDL_WINDOW_FULLSCREEN), I get weird behavior where the window is rendered near the middle of the screen and gets cut off. It ends up looking something like this: At first I thought it was a rendering bug, but I noticed that I can only move the mouse cursor within the game window area on my screen, so it's almost like the window itself is positioned oddly. One other thing I should note, when I set my game window to 800x600, it works just fine - it scales to fit and fills up the entire screen. I have also tried SDL_WINDOW_FULLSCREEN_DESKTOP, but this also doesn't give me the desired behavior. This time it renders the screen in the bottom left corner, like this: I can move the mouse cursor anywhere on screen, so this one may be a rendering issue. I noticed that if I call glViewport with different values I experimented with, it would change the position and size of
  15. Thank you so much, I just tried that and this was exactly the problem!
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