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Jon Diego

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  1. I highly doubt it being the compiler's fault but if you do a test program I would gladly take a look at it.
  2. Well then I'll give you my two cents about how to get your project going. 1st - Forget about coding(For Now) One of the great things about designing a tabletop game on PC is that you can directly map a real tabletop experience. Get a bunch of pieces of paper, some dice to emulate randomnes and just design a game arround that(Write every rule down, and also write what every card does). Playtest it with friends as soon as posible, see what works and change what does not. Do this until your card game works and it is fun to play. Iterating this way is faster and cheaper than throwing away many hours of code cause you changed a base mechanic and you will be able to keep learning to program in the meanwhile. 2nd - Go back to PC and implement your game. Be humble, a 2D representation of a card game works and it is functional . Remember, your goal here is to port your game as is from its paper version, do not worry about polish or visuals just get the game working. 3rd - Implement the net code. Being this a card game a naive net code could sufice to have a match working. However when talking about writing/using netcode even the simplest of implementations is a challenge and will take time and testing. 4rd Stop and Think. If this still is a side project for you I would call it done. play it with some friends our upload it somewhere. It is quite a large and difficult project as is. If you love the card game you have created and want to make it a full fledged game then you have two options. Either talk with riot games so they either buy your game or licence you to work with the leage of legends IP(unlikely but hey your game may rock it) or drop the leage theme and create your own lore for the cards you have. In any case by this point you would have a decent prototype to show to investors. Please understand that nothing of this is an easy task. Good luck with your game.
  3. Hi Zedr1k, What is the scope of this project? Is it something you want to make just to learn? To show to your friends? to upload somewhere as a fan game? a long term project?
  4. Doesn't your compiler give you a warning? Your code snipets are not enough to be able to see what is happening.
  5. There is no instant easy way to do what you want. You have to generate this logic yourself. OpenGL only understands about triangles and any sprite you want to have rendered is just two trianges forming a square with some texture units in the vertexes to make sure that the texture is mapped onto them. So what you have to do is to pass a bigger pair of triangles to opengl, No changes in your GL code are needed. If you wanted to mimick what unity does you would need to pair some metadata with your texture(The pixels per unit) and then make it so the transform of your sprite class is calculated taking into account that it's scale is a compound value of the scale of your game object * texture sizeinpixels/pixelsperunit
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