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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.

diablo2_v

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  1. Runs perfectly fine here. My hardware is: Intel P4 2.8 ghz 1 gb of ram ati radeon 9000 mobility
  2. I am in no way an expert with skinned meshes at all, but you could try using another matrix in your derived frame to represent the combined matrix. You would then multiply the transformation matrix with the parent matrix, and store it in the combined matrix. ie. D3DXMatrixMultiply(&pFrame->CombinedMatrix, &pFrame->TransformationMatrix, baseMat); It sounds like you are compounding the scaling each frame. So on the first frame it would be 1/2 size, the second it would be 1/4, third would be 1/8 etc. Before you try this though, try using tiny, and make her 1/2 the size like you are doing now. I'm not sure if this will solve your problem or not, but it may lead you in the right direction.
  3. You may have to set up the VC++ Directories, so that it knows where your lib file is. To do this you must open visual studio, Click Tools > Options. Under Projects + Solutions Click VC++ Directories. Where it says 'Show Directories for', choose Library Files. If the path to your lib file is not there, you can add a new path (little folder icon). Hope this helps you out.
  4. For the singleton problem you have to specify a return type for your function. So static void DestroyInstance(). That should fix it for you.
  5. I've figured it out. Just had to put a small Sleep in my main loop. Thanks a lot everyone.
  6. Thanks for the replies so far. I have fixed the deselecting problem. Still hasn't helped though. I've fooled around a bit, and have gotten just a plain window working (no blitting to it). As soon as I add: BitBlt(hdc, 0, 0, 640, 480, buffer, 0, 0, SRCCOPY); It slows down so much it almost locks up my whole system.
  7. I am making the calls during initializing, and shutdown.
  8. Hello, I am currently using GDI to write a simple pacman clone (for a school project). I have run into a slight problem, that I can't seem to figure out. For some reason, my double buffering code is causing my program to slow down, and eventually freeze. It sounds like I am not deleting/releasing objects, and device handles, but as far as I can see I am doing it right. Here is the troublesome code: HDC hdc = GetDC(_hwnd); HDC buffer = CreateCompatibleDC(hdc); HBITMAP memBM = CreateCompatibleBitmap(hdc, _winWidth, _winHeight); SelectObject(buffer, memBM); DeleteObject(memBM); ReleaseDC(_hwnd, hdc); DeleteDC(buffer); Thanks a lot for your help. Let me know if you need anymore information. Edit: Forgot to mention I'm using c++.
  9. To get the normal of a 2D Vector (x,y), just swap the components, and negate one of them. So the normal of (x,y) is (y, -x).