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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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  1. Hopefully this is allowed and some may find this useful. https://github.com/Meridian59/Meridian59
  2. It's because bullet1 is declared locally, resulting in it being in the same spot every time. (Well, that's what it looks like anyway) I would create a list of bullets and add them as they're fired, update them every frame, and destroy them when no longer needed(ie collision)
  3. More confusion! [source lang="csharp"]int sy = ((tile_index - 1) / tileset_width); int sx = ((tile_index - 1) - (sy * tileset_width)) * tile_width; sy = sy * tile_height;[/source] Tile index to source rect [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img]
  4. If you do not need it to be "human-readable", you could just read/write to a binary file...
  5. Having a different file for each tile some what defeats the purpose of using a tile-based map, in my opinion. Why not use a single tileset image and create "objects" to select from, using the tileset?
  6. No no no. I didn't want any one o debug it for me, being this is just learning... just maybe thought someone could see something I couldn't after staring at the darn thing for awhile. But I did figure it out: Changed: [source lang="csharp"]do { if(current_square.tile != 100) { //current_square.tile = 199; path.Add(current_square); current_square = current_square.parent; } }while(current_square.x != start.x && current_square.y != start.y);[/source] To: while(true) { if(current_square.x == start.x) { if(current_square.y == start.y) return path; } path.Add(current_square); current_square = current_square.parent; } [source lang="csharp"][/source] And everything is working as it should! Thanks!
  7. [source lang="csharp"]while(openlist.Count > 0) { current_square = LowestF(openlist); openlist.Remove(current_square); closedlist.Add(current_square); List<Node> path = new List<Node>(); if(current_square.x == end.x && current_square.y == end.y) { path.Clear(); do { if(current_square.tile != 100) { //current_square.tile = 199; path.Add(current_square); current_square = current_square.parent; } }while(current_square.x != start.x && current_square.y != start.y); return path; } List<Node> sucessors = GetSucessors(current_square); foreach(Node successor in sucessors) { if(closedlist.Contains(successor)) { continue; } if(successor.tile == 100) { continue; } bool cornerwalkable = true; if(cornerwalkable == true) { if(!openlist.Contains(successor)) { if(successor.tile == 100) continue; successor.h = H(end.x, end.y,successor.x, successor.y); int addedG = 0; if(Math.Abs(successor.x - current_square.x) == 1 && Math.Abs(successor.y - current_square.y) == 1) addedG = 14; else addedG = 10; successor.g = current_square.g + addedG; successor.f = successor.g + successor.h; successor.parent = current_square; openlist.Add(successor); } else { if(successor.tile == 100) continue; int addedG = 0; if(Math.Abs(successor.x - current_square.x) == 1 && Math.Abs(successor.y - current_square.y) == 1) addedG = 14; else addedG = 10; int tempG = current_square.g + addedG; if(tempG < successor.g) { successor.parent = current_square; successor.g = tempG; } } }[/source] For some reason it's not returning the path everytime. It only happens when there's a wall in between the player and the destination node. The path is only the start node and end node which makes the player walk right through the wall. But most of the time it works. Ha! Cannot figure it out!
  8. Thanks! I got it working. I wasn't exporting my C++ functions with LuaBind(rather just Lua), after I did that I used your 2nd option. Thanks.
  9. In code, I can explain my problem better: int li_GetPixel( lua_State *l ) { COLORREF c = GetPixel( GetDC( 0 ), lua_tonumber( l, 1 ), lua_tonumber( l, 2 ) ); LRGB rgb; rgb.r = GetRValue( c ); rgb.g = GetRValue( c ); rgb.b = GetRValue( c ); //now I want to return rgb, how would I do this? //I've already exposed this class via LuaBind //I thought it would be something easy like lua_pushuserdata() //but I'm guessing it ain't that easy(also there's no such thing) :) } Thanks in advance.