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About Sante05

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  1. Sante05

    AI related

    If your enemies are moving in a clear environment (as opposed to a maze-like environment or having to navigate around the level geometry), I'd say you don't really need to go with pathfinding, as most if not all the obstacles they need to avoid will be dynamic ones (their own comrades). In this case, I'd instead add some level of steering or flocking behaviour to your enemies. A force that attracts them towards the goal, combined with a force that repels them from each other should do the work. You can find more about steering behaviours in the paper by Craig Reynolds, and in Programming Game AI by Example Please note that even when the enemies will space out more naturally, this solution will not ensure zero overlapping. If you need that, you should look into some kind of collision detection system. Hope it helps!
  2. Maybe you could find Steering Behaviours interesting. They allow for pretty much that kind of movement, and they can be combined in any way so that your AI pilot can turn them on/off whether he wants to intercept a target, flee from it, fly in formation along other ships, or all of it at the same time. You'll have to play with the tweakable constants to get a convincing movement for the kind of vehicles you're using though, but I think it's worth the effort.
  3. Sante05

    32 bit add in ASM

    Thanks! My mistake
  4. Hi, I'm having some problems when adding 2 32-bit registers in ASM (using VC++ 6.0): mov eax, 2 mov ebx, 4886718345 add eax, ebx When doing this, the eax register returns with 591751051 instead of the correct result (4886718347). It seems it's only adding the lower 16 bits. (Note: the numbers are in decimal)
  5. Sante05

    Stick Demo Released

    Quote:Original post by Ezbez Very nicely polish game, and great looking! It ran perfectly and was quite enjoyable. I would have liked to be automatically returned to my last weapon once Berserk runs out, though. Thanks. You're right about the berserk and weapon change, we will look into implementing that for the next version
  6. Sante05

    Stick Demo Released

    Quote:Original post by Simian Man Great game - everything worked smoothly and was very polished. I loved the backgrounds and effects. Will there be more weapons in the final version? Keep up the great work! Thanks!. Sure, we expect to have up to 10 different weapons in the final version. The list is not definitive, but we are thinking of some more melee weapons such as staffs or sais, and some ranged ones (maybe a flamethrower, or the infamous AK47 [grin])
  7. Sante05

    Stick Demo Released

    Fast action, lots of melee combat, and hordes of enemies willing to crack your head open. Wanna fight? www.wired-weasel.com After a long work, we have uploaded the first public demo of our game project, Stick, a beat'em up sidescroller featuring stick characters. This same project was featured in a GameDev IOTD and was awarded in the ArtFutura Game Development contest. We want to hear your opinion. So please, play the demo and tell us if it works in your computer, if it doesn't, what you like and what you don't, etc... Thank you!
  8. Sante05

    Question on alpha blending

    Quote:Original post by Namethatnobodyelsetook I'm guessing your backbuffer is X8R8G8B8 not A8R8G8B8. Yep, that was it. Really stupid for me using an old initialization code and assuming it was correct. Thanks!
  9. Hi. I'm trying to draw my polygons blended with the alpha value stored in the frame buffer, the render states I'm using are: g_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); g_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO); g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); The polygons I'm drawing have alpha=0, and I'm clearing the frame buffer with D3DCOLOR_ARGB(0,0,0,0). My problem is the polygon still shows up in screen. Correct me if I'm wrong, but if the alpha formula was: Final Color = (ObjectColor * SourceBlendFactor) plus (PixelColor * DestinationBlendFactor) My dest blend factor is zero. So the final color only depends on the object color blended with the source blend, which is in fact the dest alpha (the framebuffer), which I cleared to be zero as well. So the object shouldn't be appearing in screen, right? It seems to me as if the framebuffer was not correctly cleared and still had 1.0 as alpha value. If I use D3DBLEND_INVDESTALPHA the object disappears. Any ideas of what I could be doing wrong?
  10. Sante05

    Steps of an Ogame-like game development.

    Making it all in a single table isn't usually a good idea. I'd suggest you to look into database design before starting the project, probably you'll get some hints as to how to make it efficient and easy to expand in the future. On the client, I'd go for a web-based one, such as Ogame or (my fav), Ferion I'd suggest using PHP, as it's executed on server, easy to learn, and easy to use along with mySQL, but that's a matter of personal taste. In any case, the golden rule is to never trust the client. In fact, you should design as if everything the client sends could be fraudulent (including things such as the account's id, see SQL injection). The client should only send petitions, and the server is the one validating them and making all decisions for the game. Also, if there's any unfixed bug or unbalance, players will always exploit it, that's why games have betas. Fixing those things might be harder when the game is already running, and might involve changing entire game mechanics, so usually it's a good idea to beta-test as much as you can, and keep the design as modular and easy to modify and upgrade as possible. Anyways, good luck with it!
  11. Sante05

    Help with sword trails

    Well, solved it. It turned to be rather easy after taking some sleep [rolleyes] The problem happened because I was getting the hand's position to create the inner vertices of the strip. When rotating, the hand almost doesn't move, so I'm getting lots of almost degenerated triangles, in some cases overlapping each other and such. To solve it, I'm just taking a different inner point, in the lower part of the sword, rather than the hand itself. It's a quick fix, sure, but we need to get a demo working for next week, and have to work on some bigger issues, so no time to rewritting the whole thing. Thanks for the help!
  12. Sante05

    Help with sword trails

    Quote:Original post by Ezbez Pretty much a guess, but I'm thinking that triangles are overlapping slightly with their neighbors. How could you fix this? Not sure, but mabye using fewer triangles will help. Yeah, I think as well that is caused by overlapping triangles. Using fewer triangles reduces the problem, but doesn't solve it, though (even when extremely reducing the number of them, there are still artifacts in their shared borders) Also, I found out it's not really related to the speed the sword is moving, but with if the sword is turning or not. In this new capture you can see same sword, almost same speed, same number of triangles, and way fewer artifacts. Only difference: the guy's not twisting the sword around, but rather moving it vertically.
  13. Hi, I just implemented a "sword trails" effect in the project I'm working on, but I'm having some rendering artifacts. Have tried to find the cause, unsuccessfully, so I'd really appreciate some help on it. As you can see in this zoomed in pic, it looks just like aliasing. It's more visible the slower the sword moves. What I'm doing here is rendering a triangle strip as the sword moves. No textures involved so far, just vertex colors and alpha blending. So, if you've implemented this effect before, or ran into this same problem, how did you solve it? Thanks!
  14. Sante05


    First, you need to know the language. Get a good grasp of it, and don't venture further until you're at the point when you're familiar with it. From experience, I'd say that point is when you understand pointers, and can use them rather easily, when you understand complex structures, such as multidimensional arrays, linked lists, trees, and the like, and when you are able to come up with algorithms to solve problems such as inverting a string in its place, ordering a list, searching through a tree, and similar. Those 3 skills (using pointers, using structures, and analizing and resolving problems with algorithms) are what you'll need once you start making games. Then, go for the 2D. I always recommend SDL, but it's your decision. I don't recommend going straight to 3D. 2D is easier to learn, as it involves less complex concepts, and less advanced maths. It's also usually faster to program a game in 2D than in 3D, so you'll see some results sooner. As you're learning a 2D API, you'll also learn the basics of game programming. Things such as the common ways games are structured, or which data structures are better in which situation. You should make several 2D games, growing in complexity with each, until you reach the point when you think you'll be able to jump on to 3D. Probably you'll notice yourself when you get there. Good luck!
  15. Sante05

    Making a transparent surface?

    Quote:Original post by Kixdemp Quote:In this case the black background is behind it, so you see that. Hmm... Yeah, so even if I use PNG's or BMP's, that will still be there... How can I use SDL_MapRGB to get transparent color (to use with SDL_FillRect)? Thanks! Use SDL_MapRGBA Though I'm not really sure what you are actually trying to do [rolleyes]
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