Search found 446 matches

by RyanPridgeon
Sun Apr 26, 2009 7:36 am
Forum: Game Development
Topic: PrototypeD / TerranCore [ Updated: 5.29.09 ]
Replies: 17
Views: 2781

Re: PrototypeD

Can you tell us more about it? We're running on guesswork here.

It looks pretty damn sick imo

Art needs more contrast between the background and the units and such, it's kinda hard on the eyes.
by RyanPridgeon
Tue Apr 21, 2009 5:40 pm
Forum: Game Development
Topic: Developing for PS3 Is Not As Hard As You Think
Replies: 16
Views: 2826

Re: Developing for PS3 Is Not As Hard As You Think

Is there a way for us homebrew little people to develop for the PS3? Something similar to Microsoft's XNA maybe? I would love to try it. My Xbox is dying anyway. Pretty sure that PS3 uses OpenGL ES... which in this sense, its slightly easier at least in this part. Why, is OpenGL easier than DirectX?...
by RyanPridgeon
Tue Apr 21, 2009 5:35 pm
Forum: Game Development
Topic: MusuGo 0.5 --> Moose Tiles
Replies: 22
Views: 3468

Re: MusuGo 0.5 --> Moose Tiles

I love it!

You could give Marcel here a run for his money if you fulfill your DD :D
by RyanPridgeon
Tue Apr 21, 2009 5:31 pm
Forum: Programming Discussion
Topic: Where to start...I'm the new guy btw
Replies: 50
Views: 3227

Re: Where to start...I'm the new guy btw

Until then I'm happy with Hello World and other simplier things lol You have the right idea. Make sure you learn most of the in's and out's of the language, especially most if not all of the syntax, before you start working with any APIs or libraries. This includes functions, loops, arrays, classes...
by RyanPridgeon
Tue Apr 21, 2009 5:28 pm
Forum: Programming Discussion
Topic: C++ and SFML Character Animation
Replies: 6
Views: 1374

Re: C++ and SFML Character Animation

That is very strange. It looks to me like your code SHOULD work...

Maybe you're having problems with Sprite.SetImage() ?

I don't know how SFML works, so I am only guessing at how Image and Sprite are used.
by RyanPridgeon
Tue Apr 21, 2009 5:25 pm
Forum: Programming Discussion
Topic: How do I make maps scroll
Replies: 10
Views: 919

Re: How do I make maps scroll

When I tried to create a camera x and a camera y and just move the hole scene by those values my collisions got all screwed up. This is because you need to also relate the x and y in your collisions code to the camera's x and y. You had the right idea to begin with. Just manipulate all the drawing ...
by RyanPridgeon
Sat Apr 18, 2009 5:14 pm
Forum: Programming Discussion
Topic: C++ OpenGL+LibPNG - Loading a PNG easily
Replies: 0
Views: 3282

C++ OpenGL+LibPNG - Loading a PNG easily

SO. One of the things that always annoyed me about using openGL is that if I wanted to load an image I always had to do it through some bloated library like SDL_image or whatever, but of course in the end I tried to do it myself using libpng. I actually had so many problems with libpng (call me a no...
by RyanPridgeon
Sat Apr 18, 2009 3:00 pm
Forum: Game Development
Topic: Shattered Wrath dev update thread
Replies: 50
Views: 5923

Re: Shattered Wrath dev update thread

We had to produce the coursework, to a specification, then take it into an exam, and then HOPE that we did ok on the parts that they asked questions for (bare in mind that both us and the teacher only had a rough idea of what we had to make, and no idea of what they were actually going to test us o...
by RyanPridgeon
Sat Apr 18, 2009 2:49 pm
Forum: Programming Discussion
Topic: When to Free Surfaces
Replies: 24
Views: 1396

Re: When to Free Surfaces

I suppose you could do it in a number of ways, but a C++ map would definately be an option. If I was doing it I would probably make my own, such as an array/vector of names against an array/vector of images.. and then just assign them places in the array... Such as ... SDL_Surface* images[128]; std:...
by RyanPridgeon
Sat Apr 18, 2009 2:03 pm
Forum: Programming Discussion
Topic: When to Free Surfaces
Replies: 24
Views: 1396

Re: When to Free Surfaces

Yes; if you free using any of those pointers, then all of them will essentially be pointing to anywhere in memory, which will result in a segfault if you try to use them. One way to get around this is to use a texture/image factory which assigns a number or a string to each image, and then you call ...
by RyanPridgeon
Fri Apr 17, 2009 5:21 pm
Forum: Game Development
Topic: Shattered Wrath dev update thread
Replies: 50
Views: 5923

Re: Shattered Wrath dev update thread

I seriously can't fathom how people can study CS (or just computing for me since i'm at A-Level) and not take a hobbyist interest in their spare time... I know EXACTLY what you mean.. I'm currently at your same stage in AS computing (VB exams in 2 weeks... woooohooo -.- ), and everyone in the class...
by RyanPridgeon
Fri Apr 17, 2009 5:14 pm
Forum: Programming Discussion
Topic: My latest project.
Replies: 12
Views: 963

Re: My latest project.

DeFormat wrote:But i suppose i could finish learning C++ then start making games on there.
I think that's probably your best option if you want to avoid much frustration :)
by RyanPridgeon
Fri Apr 17, 2009 12:16 pm
Forum: Programming Discussion
Topic: When to Free Surfaces
Replies: 24
Views: 1396

Re: When to Free Surfaces

Actually I did this in a small game. You could choose a resolution in the menu. So I had to call SDL_SetVideoMode again. Is it wrong to do that? That's pretty nifty. But do you know what SDL did with the old screen surface? I mean... didn't it cause memory leaks or anything? I guess it doesn't matt...
by RyanPridgeon
Fri Apr 17, 2009 5:46 am
Forum: Programming Discussion
Topic: When to Free Surfaces
Replies: 24
Views: 1396

Re: When to Free Surfaces

It sounds to me like you're reloading the surfaces several times for no need. For example, does each block hold their own image? This would be a bad idea, considering you could just use a master resource class that contains all the images, and then just make calls to that. This would save you alot o...
by RyanPridgeon
Fri Apr 17, 2009 5:43 am
Forum: Game Development
Topic: Shattered Wrath dev update thread
Replies: 50
Views: 5923

Re: Shattered Wrath dev update thread

This looks awesome! :D

Is it safe to say you're doing a whole lot better than the other groups in your class? :P