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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 Mindar

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  1. I think i figured it out. I just made an array of vertex buffers and use those good ol' for loops to initialize them all and then I use some homemade algorithms to map textures and such onto each one. IM A GENIUS!!!! Atleast, I think it will work (^_^). Cheers!
  2. Well im using direct x 8, so DirectDraw is gone, and I find that matrices are alot easier to manipulate. But I dont want to make a billion of these: m_pD3DDevice->CreateVertexBuffer(4 * sizeof(PANELVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_PANELVERTEX, D3DPOOL_MANAGED, &m_pTitleVertex); PANELVERTEX* pTitleVertices = NULL; m_pTitleVertex->Lock(0, 4 * sizeof(PANELVERTEX), (BYTE**)&pTitleVertices, 0); //Set all the colors to white pTitleVertices[0].color = pTitleVertices[1].color = pTitleVertices[2].color = pTitleVertices[3].color = 0xffffffff; //Set positions and texture coordinates pTitleVertices[0].x = pTitleVertices[3].x = -200.0f; pTitleVertices[1].x = pTitleVertices[2].x = 200.0f; pTitleVertices[0].y = pTitleVertices[1].y = 36.0f; pTitleVertices[2].y = pTitleVertices[3].y = -36.0f; pTitleVertices[0].z = pTitleVertices[1].z = pTitleVertices[2].z = pTitleVertices[3].z = 1.0f; pTitleVertices[1].u = pTitleVertices[2].u = 1.0f; pTitleVertices[0].u = pTitleVertices[3].u = 0.0f; pTitleVertices[0].v = pTitleVertices[1].v = 0.0f; pTitleVertices[2].v = pTitleVertices[3].v = 1.0f; m_pTitleVertex->Unlock(); Would it be possible to maybe create a function that creates alot of different matrice quads in a loop instead? I need like 400 different quads, and it would take FOREVER to actually code 400 of the quads. Please someone help!!!
  3. Im going to bed and to school tomarrow, so if someone leaves an answer I wont be able to leave a response for around another 20 hours. Cheers!
  4. Hey, Im back again! I was wondering how one would go about using matrices for a tiling engine? Whats the fastest way? The only way I can think of would be to create lots and lots of matrice quads and then choose a part of a texture to use on them. This doesnt seem very efficient though, because you would have to initalize all of the little squares and thats like a billion lines of code. Any tutorials or examples would be great! Cheers, Scott
  5. Thanks Namethatnobodyelsetook! It works, though it is kindof inconvienent to have to say not to translate every texture that I dont want to be translated. EDIT: Nvm, I just put m_pD3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); after the translation and it works fine. Thanks again.
  6. Well that kinda worked, except for that the texture just wrapped back arround and all the other texture's coordinates were transformed as well.
  7. Heh, well actually Im going to just use the keyboard, but I still cant get just half of a texture to show using this code: m_pD3DDevice->SetTexture(0, m_pSqs); D3DXMATRIX TexPosition; m_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); D3DXMatrixTranslation(&TexPosition, 1.0f, 0.5f, 0.0f); m_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &TexPosition); m_pD3DDevice->SetVertexShader(D3DFVF_PANELVERTEX); m_pD3DDevice->SetStreamSource(0, m_pSqsVertex, sizeof(PANELVERTEX)); m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2); The whole texture still shows, so I dont think im doing it correctly
  8. Ok, thanks! But I dont think im doing this right... m_pD3DDevice->SetTexture(0, m_pSqs); D3DXMATRIX TexPosition; m_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); D3DXMatrixTranslation(&TexPosition, 1.0f, 5.0f, 0.0f); m_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &TexPosition); m_pD3DDevice->SetVertexShader(D3DFVF_PANELVERTEX); m_pD3DDevice->SetStreamSource(0, m_pSqsVertex, sizeof(PANELVERTEX)); m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2); am I doing it in the right order? (Im also rendering the textured quad as well, so I can have the Texture Transformationa along with the rendering of the quad, tell me if i cant do this) Thanks again!
  9. Hello, Im making a game menu and I want to use one texture for a button, but have a rollover and a regular image within the same image..., for example: I have two images that are both 200x50 pixels, one is a rollover and one is a regular texture, I then combine them into one picture. Then I want to use Texture Coordinates to chose which part of the texture I want to use. The only problem is... I cant figure out how to do Texture Coordinate Transformations. I googled it and everything and I couldnt find anything. I looked in the DirectX 8 documentation, but it didnt help that much. If anyone can point me to a good tutorial or just explain it here, it would be greatly appreciated. (I know how to do Matrice Coordinate Transformations and everything, so I get the general math behind it and everything, so you dont have to explain that much, I just need an example). Thanks!!!!
  10. can you use custom bitmaps? I like being able to make my own fonts. If so, can someone point me towards a good tutorial?
  11. Actually I have a nifty book that I found that explains how to use surfaces for tilling a map for an rpg, but I dont think there would be a difference for text. I'll post the snippet of the code later, but my grandma just came. Ttyl.
  12. Yea, thats what I was thinking of doing, but i was wondering if there was a more optimized way of doing it.
  13. Hey, I was wondering what are some different methods to make some text functions to display text on the screen using a bitmap with letters on it. The search isnt working right now, so I cant really find anything that way. I was wondering if you would create an image surface, some matrices, or some other method. If someone could point me towards some tutorials, that would be great. Thanks!
  14. So I guess thats not as hard on the system and resources. Thanks! EDIT: Hmm, prototype, when I removed the CeateVertexBuffer function and moved it to the init function, it caused my stary background to have a shimmer effect, which is cool, but not what I need. One more question: I dont want to make a new thread for it, but how would I set the 'layer' or something of the sort for a set of vertices so I can have a fade effect (creating a big sqare with a black texture and then change the alpha)? The last time I tried, the square was behind everything else, which didnt do much good. And how I would I change the alpha each frame (I have the psudocode (Spelling?) algorithm, but I dont know the D3D functions.) Thanks again!
  15. Thanks! I guess I need to read more tutorials on other things such as vectors and matrices :D. Merry Christmahanuquanza (or whatever ;p).