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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About kingpinzs

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  1. I changed bubbles.remove(bubble1)  to bubbles.discard(bubble1) and I no longer get the error. Thanks every one for taking the time to read my post.
  2. def remove_matching(self, bubbles): bubble_old = [] for bubble in list(bubbles): if self.color == bubble.color and self.collide(bubble): bubble_old = bubble bubbles.remove(bubble) self.touching(bubble_old, bubbles) return True return False this is the method that calls it.  The code works when the bubbles are lined up like this   x O x x O x x O x   O <-current ball      x  O  x x  O  x O O O    O <-current ball   the issue happens with anything like this   O O O O    O <-current ball   I have also tried this def touching(self, bubble, bubbles): for bubble1 in list(bubbles): if self.color == bubble1.color and dist(bubble.pos, bubble1.pos) <= 2 * BUBBLE_RADIUS: bubbles.remove(bubble_old) self.touching(bubble1, bubbles) I got the same error   and this gets this error RuntimeError: Set changed size during iteration  def touching(self, bubble, bubbles): for bubble1 in iter(bubbles): if self.color == bubble1.color and dist(bubble.pos, bubble1.pos) <= 2 * BUBBLE_RADIUS: bubbles.remove(bubble1) self.touching(bubble1, bubbles)
  3. def touching(self, bubble, bubbles): for bubble1 in bubbles: bubble_old = bubble1 if self.color == bubble_old.color and dist(bubble.pos, bubble_old.pos) <= 2 * BUBBLE_RADIUS: bubbles.remove(bubble_old) self.touching(bubble1, bubbles)     The error occurs when there are two rows right next to each that need to be removed. for example like this x x  x  x  x x O O O x x x  O O x x x  O  x x        O <-current ball Traceback (most recent call last):   File "main.py", line 140, in draw     if a_bubble.remove_matching(stuck_bubbles):   File "main.py", line 72, in remove_matching     self.touching(bubble_old, bubbles)   File "main.py", line 81, in touching     self.touching(bubble1, bubbles)   File "main.py", line 80, in touching     bubbles.remove(bubble_old) KeyError: <__main__.Bubble instance at 0x192c878>  
  4. Thanks for the help that fixed my issues. all I did    class Monster; // fwd declaration
  5. I am getting errors. error: 'Monster' does not name a type error: 'Monster' has not been declared
  6. How does one go about passing a class object as a parameter in another class's method.   e.g. class Player { Monster monster; bool attack(Monster& monster); }   class Monster { //do stuff   }    
  7. I am using XNA 4.0 and c# how can I get an image to set its position according to the end of another image? this is what I have so far [code] rocketPosition = players.Position; rocketPosition.X += players.Position.X +40; rocketPosition.Y -= players.Position.Y -370 ; rocketAngle = players.Angle; Vector2 up = new Vector2(0, -1); Matrix rotMatrix = Matrix.CreateRotationZ(rocketAngle); rocketDirection = Vector2.Transform(up, rotMatrix); rocketDirection *= players.Power / 50.0f; [/code] the rocket goes in the right direction but its starting position is wrong if I move the cannon the code that moves the cannon [code] if (keybState.IsKeyDown(Keys.Left)) { if(players.Angle > MathHelper.PiOver4-.3) players.Angle -= 0.01f; } if (keybState.IsKeyDown(Keys.Right)) { if (players.Angle < MathHelper.PiOver2) players.Angle += 0.01f; } [/code]
  8. After thinking about it for a while I came up with this. [code] void sequence::advance( ) { if(is_item()) { if(current_index <= used-1) { ++current_index; } } } [/code] but it is still advancing passed the array that has been created.
  9. This is what I need to do // void advance( ) // Precondition: is_item returns true. // Postcondition: If the current item was already the last item in the // sequence, then there is no longer any current item. Otherwise, the new // current item is the item immediately after the original current item. And this is what I did [code] void sequence::advance( ) { if(is_item()) { if(current_index <= used) { ++current_index; } } [/code] but it goes passed the actual array data. How can I fix that? I'm using c++
  10. I am using a bmp with a mask bmp
  11. I am using this sample code for now tell I figure out how it all works [code] ODEL *LoadModel(char *filename) { MODEL *model = (MODEL*)malloc(sizeof(MODEL)); LPD3DXBUFFER matbuffer; HRESULT result; //load mesh from the specified file result = D3DXLoadMeshFromX( filename, //filename D3DXMESH_SYSTEMMEM, //mesh options d3ddev, //Direct3D device NULL, //adjacency buffer &matbuffer, //material buffer NULL, //special effects &model->material_count, //number of materials &model->mesh); //resulting mesh if (result != D3D_OK) { MessageBox(NULL, "Error loading model file", "Error", MB_OK); return NULL; } //extract material properties and texture names from material buffer LPD3DXMATERIAL d3dxMaterials = (LPD3DXMATERIAL)matbuffer->GetBufferPointer(); model->materials = new D3DMATERIAL9[model->material_count]; model->textures = new LPDIRECT3DTEXTURE9[model->material_count]; //create the materials and textures for(DWORD i=0; i<model->material_count; i++) { //grab the material model->materials[i] = d3dxMaterials[i].MatD3D; //set ambient color for material model->materials[i].Ambient = model->materials[i].Diffuse; model->textures[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 ) { //load texture file specified in .x file result = D3DXCreateTextureFromFile(d3ddev, d3dxMaterials[i].pTextureFilename, &model->textures[i]); if (result != D3D_OK) { MessageBox(NULL, "Could not find texture file", "Error", MB_OK); return NULL; } } } //done using material buffer matbuffer->Release(); return model; } VOID DeleteModel(MODEL *model) { //remove materials from memory if( model->materials != NULL ) delete[] model->materials; //remove textures from memory if (model->textures != NULL) { for( DWORD i = 0; i < model->material_count; i++) { if (model->textures[i] != NULL) model->textures[i]->Release(); } delete[] model->textures; } //remove mesh from memory if (model->mesh != NULL) model->mesh->Release(); //remove model struct from memory if (model != NULL) free(model); } void DrawModel(MODEL *model) { //draw each mesh subset for( DWORD i=0; i<model->material_count; i++ ) { // Set the material and texture for this subset d3ddev->SetMaterial( &model->materials[i] ); d3ddev->SetTexture( 0, model->textures[i] ); // Draw the mesh subset model->mesh->DrawSubset( i ); } } [/code]
  12. I am using D3DXLoadMeshFromX and D3DCreateTextureFromFile but it doesnt show transpaerncy with the texture hw can I acomplish this? I am using directx 9c and c++
  13. [quote name='staticVoid2' timestamp='1304634650' post='4807142'] [source] // loading (static) Node* Node::load(std::ifstream& ifs) { Node* n = new Node(); bool isLeaf; ifs >> isLeaf; ifs >> n->data; if(isLeaf) return n; n->leftNode = load(ifs); n->rightNode = load(ifs); } [/source][c++] [/quote] how to I load the entire file? It keeps cutting out early. [code] void beginning_tree(binary_tree_node<string>*& current_ptr,ifstream &fin) // Library facilities used: bintree.h, string { string question; bool isLeaf = false; binary_tree_node<string> *child_ptr = current_ptr; if(fin.is_open()) { // if began while(fin.good()) { child_ptr = new binary_tree_node<string>; fin >> isLeaf; fin >> question; if(isLeaf) child_ptr->set_data(question); beginning_tree(child_ptr->left(),fin); beginning_tree(child_ptr->right(),fin); } print(taxonomy_root_ptr,0); } fin.close(); } [/code]
  14. this is the file that gets saved from the bst preorder Are you a mammal? Are you bigger than a cat? Kangaroo Do you purr? Cat Mouse Do you live underwater? Trout Robin this is what it needs to load back up like [attachment=2142:bst.jpg] How can I get it to load from top to bottom left to right I am using c++
  15. So after many many hours the issue has been solved. I just removed [color=#1C2837][font=CourierNew, monospace][size=2][color=#000000] [/color][color=#660066]Root[/color][color=#000000] [/color][color=#666600]=[/color][color=#000000] [/color][color=#000088]new[/color][color=#000000] [/color][color=#660066]TreeNode[/color][color=#666600]([/color][color=#000000]name[/color][color=#666600]); from main and it fixed it all[/color][/size][/font][/color]