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Member Since 16 Oct 2013
Offline Last Active Yesterday, 07:25 PM

Posts I've Made

In Topic: Showing Text with Special Effects in the mobile game

27 May 2017 - 04:59 AM

During this i asked him that I want to show the texts like " You Won" or 'You Lose" in a special effect like BOOOM

If I were asked this I would have no clue what you meant. If I had to answer yes or no to that question, I would answer no instead of promising something I didn't understand.

Most likely, I would ask for clarification of what you meant. For example if you could show an example from a different game, etc.


Unity is most likely able to do what you want. Your developer might not be experienced enough (code-wise), or not have the art resources available. Or he might be capable, if they actually understand what you're asking. It's better to ask him why he says he can't do it, and what his suggestions are.

In Topic: Continous Movement for SDL 2 Joysticks?

27 May 2017 - 04:54 AM

else if (e.type = SDL_KEYUP)

This is always true.

Double equals, not single equals.


Bump up your warning level in your compiler/IDE.

In Topic: Continous Movement for SDL 2 Joysticks?

26 May 2017 - 04:56 AM

What does handlePlayerEvents() look like?

In Topic: Is starting with gamedev too much?

24 May 2017 - 03:51 PM

C/C++ is the best language to learn as a first language.

Highly debatable. It's worth mentioning that the FAQ we tend to guide beginners to advocates against C++ as a first language: https://www.gamedev.net/reference/faq.php/_/for-beginners-r1

In Topic: An easy way to design the game ?

22 May 2017 - 09:46 AM

let's say for buffers, or for example, for the paddles and ball from Pong game

I'm no longer sure what you're asking. Your initial statement was that you needed to think about the game design when making classes for render stuff (textures, meshes, etc.). You seem to agree, now, that this is not the case -- that the game logic and the render setup are separate. (I'm also not sure what kind of buffers you're talking about. If you're talking about e.g. vertex buffers used for rendering, then they do not need to know about paddles, balls, the concept of a Pong game, or anything like that -- for the same reason as my previous post.)

Now, however, you're talking about "in general ... for example, for the paddles and ball from the Pong game". This sounds more like a question on how to structure your game logic and its dependencies. You said you've created Snake -- how did you do things there? What worked and what didn't? Use that as a guide for how to do your Pong game.

If that means creating a UML document, typing something in Word/Notepad, or just drawing boxes on a piece of paper or sticky notes attached to the fridge or whatever else, just go for it. Pong is a very simple game, and you should be able to try a couple of different plans for the logic/structure fairly quickly.

If you're still unsure after you've tried a few different things, post what you've tried and ask for feedback on it. You'll learn a lot more if you try to do things on your own, and the complexity here isn't too horrible.