• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

504 Good

About Acid-Chris

  • Rank
  1. I've seen things....: return STATUS_ERROR;  //This returns the status error Anyway, if i look at 5+ year old code of mine i still would laugh out loud many many times. ;)
  2. This is just bad, bad code design. You should seriously consider a rework of your game structure. It's pretty pointless to store anything in a "i dont know exactly how many items i need to store" matter.   Sure, the example code above will work, even if you'd need a variable which has the number of elements to read, also stored in your file. If you really want to continue with your approach, check out the previously mentioned JSON format, even XML will do.    If you continue in that hackish way, you'll be very frustraed at some point and you'll end up throwing your project away.
  3. I found this one pretty well designed:   https://github.com/alecthomas/entityx   best regards
  4. DX11

    Hasnt all of this been moved into the Windows SDK? http://www.microsoft.com/en-us/download/details.aspx?id=8279   Search for it, either Windows 7 or Windows 8 SDK's available. download and install it, maybe it's something like that.   best regards
  5. Hi,   Little bit off-topic, sorry about that, but where did you get your "Component" system ideas from?  Is that from a specific framework?   best regards
  6. There is so much wrong in these 3 functions.   But one of the biggest issues, besides all the other ones the previous posters mentioned is in your load_map function:   map_file *tehMap; [some weird code here] return tehMap;     and thats it? you do nothing with this? no allocation, no assignment of your map data? There are so many more ways to read your map data, many more EASIER ways. You can read your 100x100 grid all at once, the just use a memcpy or whatever. Why parse it in such a strange way? You could simply read the whole map_file struct all at once if you had saved it properly.   Your comment is nice: "// i plan on using the function to assign the values from the file to the struct" but...you never do that!!   Please, do yourself a favour and THINK STEP BY STEP on what you do. To me, this looks like you copy and pasted fragments of map loading code you found on google into your program.   No offence mate, but please start with a smaller map!  Use a grid of 5x5 tiles for example where you easily can check all contents of the array in the DEBUGGER. If your loading code works, it doesnt matter if you're using a 5x5 or 1000x1000 map.   Good luck, - Christoph -  
  7. There's much much more wrong in that piece of code than just a plain pointer issue.   Besides the allocations you do every frame, there are also a lot more copy-constructor calls than you might expect. Get rid of that; it may be just a Vec2 class but clean code doesnt hurt anyone.  use const references, or just pass the position as 2 parameters.   Next point is ... why do you want to use a pointer anyway? Sprite classes usually store their position for collision detection or rendering or whatever. And you do realize that pointers take up memory as well, right?  Depending on the OS, the size is different. On Windows it's 4 byte if i remember correctly. So basically you win nothing using your method.   best regards
  8. If you can afford it, you should take a look at Clear Case.
  9. First of all, in your Constants.cpp file you need to write "const int MAX_INTS = 1000; " The extern keyword means "declare without defining". In other words, it is a way to explicitly declare a variable, or to force a declaration without a definition. The practice itself (putting the initialization into the cpp file) is a matter of personal taste. I personally like it because if i need to change the value for whatever reason, not every single file which includes the header file is compiled again. But i wouldnt use "extern" anymore....i like static const uint32 MAX_INTS; in a header file more. ;-)
  10. Hi, i'm not quite sure what you are trying to achieve. Is it just the text length of the user input? If so, why not simply asking for the string length? [code] //change from hard coded 256 to get text length somehow GetDlgItemText(hwnd, IDC_TEXTBOX, (LPSTR)cChatMessage, 256); //256 here is just the maximum size of your char[] buffer int length = strlen(cChatMessage);[/code] I assume your GetWindowTextLength() does not work because you're running a dialog based application. best regards & good luck
  11. Found it in the first hits through google: :) linky best regards & good luck
  12. Hi, You need to have different implementations of your BadGuy classes, which can be done using 'interfaces'. In your combat calculation methods you just deal with calls to the interface methods of the BadGuy class The main benefit is that derived classes can easily read all paramters from an xml file or whatever which makes it easy to extend and/or tune. Please note that i tried to make it simple as possible. There's enough lecture out there... class BadGuy { public: ... virtual int getDamageValue() const = 0; //Classes derived from 'BadGuys' MUST implement this method ... }; class BadGuyWeak : public BadGuy { public: ... virtual int getDamageValue() const { return 10; //or whatever fits your damage calculation } ... }; class BadGuyStrong : public BadGuy { public: ... virtual int getDamageValue() const { return 90; //or whatever fits your damage calculation } ... }; You have an array of BadGuy instances for example: std::vector<BadGuy*> theBadGuys; theBadGuys.push_back(new BadGuyWeak); theBadGuys.push_back(new BadGuyStrong); and in the damage calculation it might look like this: for (int i = 0; i < theBadGuys.size(); ++i) { BadGuy* current_bad_guy = dynamic_cast<BadGuy*>(theBadGuys[i]); //now we update our Hero theGoodGuy.IsGettingHit(current_bad_guy->getDamageValue()); } Hope this helps a little bit, and although for larger projects it's waaaayyy to slow and not my personal preference but you should get the idea ;-) have fun & best regards EDIT: no need for the dynamic_cast ;-)
  13. Hi, Mind if i point to an excellent panel addon? Weifen Luo DockPanel It's easy to use in your own project, and makes window handling very comfortable. :-) best regards
  14. virtual bool IsPaused() = 0; Just as a sidenote, you should really make the method 'const': virtual bool IsPaused() const = 0;
  15. Hi, PolyVox, a member in the OGRE community wrote an application for fully destructible levels using the voxel rendering technology. Perhaps you can contact him about details. Here's the link to his work: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=27394 best regards