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About PinguinDude

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  1. The idea was to not render the character on the background, but by using an image/div that'd be on top of the table :) Either way, good luck on your project ! :)
  2. Why not use absolute/relative positioning for the character and have javascript interpolate the x and y values so it'll move smoothly from tile to tile ? :)
  3. I'm not going to read this entire thread, but what really helped me back in the days was to use SDL. Even though I made lots of foolish errors and the things like that. It really got me more motivated to see something going on and learning the language that way. Then to just see.... text. Either way, don't quit and keep trying, that's the only way to achieve something :) Good luck !
  4. PinguinDude

    2d light maps

    glBlendFunc(GL_SRC_ALPHA,GL_ONE); Then set the light color using glColor3f, now I might be wrong but if I remember correctly this'd work well.
  5. It probably has to do with the compression type you're passing over to DevIL. PNG Is a compressed image format.
  6. PinguinDude

    Quake 3 Loading Problems

    Download the game's demo or get the original content.
  7. PinguinDude

    Creating delays

    Or you can make a timer class that waits the required miliseconds before calling a 'functionpointer/delegate/returning true at the update function' Here is an example using SDL and Digital Mars D, converting it to C++ should be a no biggy, change the constructor and change uint to unsigned int and last but not least create a TimeEventHandler function pointer: /** The event timer class allows events to be executed after a given time has passed. */ class EventTimer { public: /// Constructor/Destructor. this() { } this(uint miliseconds, TimeEventHandler event = null, bool autorestart = true) { Initialize(miliseconds, event, autorestart); } ~this() { } /// Setup the timer properties. void Initialize(uint miliseconds, TimeEventHandler event = null, bool autorestart = true) { m_ms = miliseconds; m_event = event; m_autorestart = autorestart; } /** When the given ms have passed, it'll automatically execute the given delegate and return true; */ bool Update() { if (!m_active) return false; if ((SDL_GetTicks() - m_lastupdate) > m_ms) { if (m_event) m_event(); // Execute the given event if it exists. if (!m_autorestart) m_active = false; else m_lastupdate = SDL_GetTicks(); // Update timer only if autorestart is on. return true; } return false; } /// Start the timer. void Start() { m_active = true; m_lastupdate = SDL_GetTicks(); } /// Stop the timer. void Stop() { m_active = false; m_lastupdate = 0; } /// Properties uint lastupdate() { return m_lastupdate; } private: bool m_autorestart; /// When true the event will automatically call start again when it has been fired. bool m_active; /// Decides whether the timer is active or not. uint m_ms; /// The amount of miliseconds to pass before firing the event. uint m_lastupdate; /// The tickcount of the last time the event got executed. TimeEventHandler m_event; /// The event to be fired when the given ms have passed. };
  8. Or in other words, Digital Mars D has this feature too. Still, it's a really nifty feature and it's too bad that g++ doesn't have it. ( Or atleast, not that I know of. And if this is the case, then it really lacks documentation on the net in my opinion. )
  9. PinguinDude

    Best way to 'onUse' fps environmental items?

    I would go for the raycast idea, just raycast and see what object is in front of you. Half-Life uses this same technique as well and as you probably know it works well :)
  10. It's probably a better approach to have a CEntity class, which has a member for physics and a member which is a scene node. This way you can let the logic functions of the entity handle whether and where/how to display the scene node by setting a few options or its location which can then be retrieved by the physics object.
  11. PinguinDude

    End of my tether with simple luaBind stuff! That short, but rather useful tutorial might be of some use. Try to compare your stuff with that :)
  12. PinguinDude

    Understanding 2D game programming terms.

    In your case, if you don't need any crossplatform functionality I would go with XNA, it is pretty easy to use and since it came from Microsoft it is a nice tool that fits perfectly well with C#. Tao.SDL is good too if you are used to SDL, but I'd stay away from those when using C#. As far as game programming goes, a game loop handles anything the game needs. It calls render functions, AI-Think functions and user input functions. It is basically what keeps the engine together. Ofcourse you could add a sort of taskmanager like thing. A user input task class, etc. In case you are familiar with C# that is.... I hope I was of some help with this suggestion, OO can complicate a simple game like the one you want to make. But in more complex games it is a really useful tool. [EDIT] I was late with this post, about engines the poster above me is correct. If you are wondering what a game engine really is. It is what keeps the game together, a real game engine basically handles all of these things. In a GOOD game engine, the engine is based on a certain type of game such as an FPS. And you barely have to spend any programming time on modifying it. In your case, for a simple 2D game it is irrelevant. You can create it on your own. When making a 3D game a lot of more things come in to mind. Such as culling out data that doesn't have to be rendered etc. In this case, a game engine can make your life a lot easier. [/EDIT} Bye.
  13. PinguinDude

    Texture set

    No that is not quite it either, imagine you have a building, it has brick.png and concrete.png and door.png. In this case, he wants all of those textures to be loaded up in 1 big texture. The issue is that, brick.png needs to be repeated over a certain wall, for example 5 times instead of stretched over the wall. Doing this, with normal UV coordinates will end up in the entire texture atlas being repeat.
  14. PinguinDude

    Texture set

    I think he wanted information about a "Texture Atlas", which includes having many images in a single texture so it doesn't involve that much texture switching. What he is asking for is, how can you get one of those images tiled without the entire atlas tiling on a surface.
  15. PinguinDude

    Wake up call for all games designers

    I don't feel like reading this entire topic, but considering it is full of complaints and having some heavy discussion. I'll just drop in my some amount of cents. 1. The over use of HDR. Many games, such as Fallout 3, and others, have an over use of HDR. This in my opinion removes the entire feeling that the scenes are supposed to give. It just feels fake, it looks like a failed attempt to produce an image that looks like a picture, but is not. 2. The amount of games that spawn out of nowhere and most of the time seem to be random FPS games made for the XBox or the Playstation 3 also makes me mad. I have the feeling PC gaming is dying ( And of course I can't blame them, considering all the downloading that is going on. ) But a first person shooter just doesn't play well with a controller. I prefer old school with a mouse. 3. As for the number of games that spawn out of nowhere, they also seem to have a big no good fun factor. Most of them cost in Holland that is, 60 euro. 60 Euro for lets say... a game that gives you about 7 hours of fun and then becomes a total shit if not worse. For 60 Euro I can think of a lot of better things to waste it on than 7 hours on a random game. This, also being the main reason causing the huge number of downloads I guess. 4. Due to many popular game review sites, and papers, which has been stated in one of the news articles. Many indie developers don't really get a chance of promoting their game, which actually has more original/fun game play than most professional games. Because they don't just focus on HDR graphics and an easy story. There, those are my thoughts. I don't care what you do with them or what you think of it. I have already made up my mind.
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