Search found 76 matches
- Sat Aug 07, 2010 8:52 pm
- Forum: Programming Discussion
- Topic: Loading tiles from a file
- Replies: 24
- Views: 2482
Re: Loading tiles from a file
===== UPDATE ===== The main thing that was bothering me was it wasnt compiling and giving me stupid errors. Turns out all I had to do was to remove the _DEBUG line in the C/C++ Preprocessor Definitions section of project properties =] So it compiles now and works fine. As you said, in the LoadLevel ...
- Sat Aug 07, 2010 8:03 pm
- Forum: Programming Discussion
- Topic: Loading tiles from a file
- Replies: 24
- Views: 2482
Re: Loading tiles from a file
Thanks for your replies =] To clear some things up the map[0][0] is part of a struct that has: map[0][0].id, which is the image of the tile, and map[0][0].solid, which sets the tile to a solid or wall tile. It all works perfectly fine and there isnt any problems. The only real reason why it is an ar...
- Sat Aug 07, 2010 11:43 am
- Forum: Programming Discussion
- Topic: Loading tiles from a file
- Replies: 24
- Views: 2482
Loading tiles from a file
heeeeeeeeeeeeeeeeeeeeey Im having a bit of a problem with loading a tilemap froma .txt file. Everything from drawing to collision works when i use an array, but whenever i try to read it from a file, the compiler gives some: main.obj : error LNK2001: unresolved external symbol __imp___CrtDbgReportW ...
- Sat Aug 07, 2010 6:41 am
- Forum: Programming Discussion
- Topic: Question on Lua
- Replies: 4
- Views: 410
Re: Question on Lua
Haha thanks for your help. With the project im working on now, I hope to incorporate a scripting language for the first choice, to add text, warp player etc. I was thinking about making a 'new gamemaker' so I can make quick games but your very right, it would take a long time and a lot of effort whi...
- Sat Aug 07, 2010 12:43 am
- Forum: Programming Discussion
- Topic: Question on Lua
- Replies: 4
- Views: 410
Re: Question on Lua
After re-watching many of the Adventures in Game Development videos, I became interested in incorporating a scripting language, much like Perter's Lua, as it could mean I can add objects, change stats, and much more from an external source. I wouldnt have to recompile it everytime I wanted to add/ch...
- Tue Aug 03, 2010 8:09 am
- Forum: Programming Discussion
- Topic: Question on Lua
- Replies: 4
- Views: 410
Question on Lua
I have been thinking about incorporating Lua/Perl into my game. Before I do, I was wondering if anyone could offer advice or elaborate my knowledge of adding a scripting language into my game. Is it worth it? Is it useful for games or mainly game engines? Thanks for your help, and if you could, can ...
- Tue Aug 03, 2010 7:05 am
- Forum: General/Off-Topic
- Topic: Adventures in Game Dev Video Archive
- Replies: 89
- Views: 70662
Re: Adventures in Game Dev Video Archive
hey man, I just wanted to say a massive thanks. This is the bigest source of inspiration as I dont have any programming friends, online or IRL so it sort of in a sad way, gives me the friendship I want so damn badly lol And thanks for allowing us to download them, this will decrease my download tota...
- Wed Jul 28, 2010 7:12 pm
- Forum: Programming Discussion
- Topic: Enemy movement
- Replies: 14
- Views: 1287
Re: Enemy movement
:worship: :worship: :worship: :worship: :worship: :worship: :worship: Thankyou soo soo much. The problem was what you said, I was setting the velocity or position to 0 repetativly in the game loop. I did as you suggested, initialised it in the constructor and so it solved my issue. Thankyou evryone ...
- Wed Jul 28, 2010 8:05 am
- Forum: Programming Discussion
- Topic: Enemy movement
- Replies: 14
- Views: 1287
Re: Enemy movement
Thanks for your patience and help, and I hope this is what you means my post bin ^.^" These are the relative codes: void Enemy::update_enemy() { //set velocities yVel = 5; xVel = 1; //increase the y value (fall) enemyCol.y += yVel; //test to see if its landed bool landed = false; const int eFAC...
- Tue Jul 27, 2010 3:25 am
- Forum: Programming Discussion
- Topic: Enemy movement
- Replies: 14
- Views: 1287
Re: Enemy movement
ive tried all the ways you guys came up with but unfortunately nothing has worked. Im stumpt here as reading your posts made sence as to how it would work
- Sat Jul 24, 2010 2:21 am
- Forum: Programming Discussion
- Topic: Enemy movement
- Replies: 14
- Views: 1287
Re: Enemy movement
Thanks for all your posts, it might be easier to get help if i post the code which is bothering me //if its at edge of screen or collided with the top/bottom of tile if( ( enemyCol.y < 0 ) || ( enemyCol.y + enemyCol.h > LEVEL_H ) || ( tile_collision( enemyCol ) ) ) { enemyCol.y -= yVel; //stop movin...
- Wed Jul 14, 2010 3:16 am
- Forum: Programming Discussion
- Topic: Enemy movement
- Replies: 14
- Views: 1287
Enemy movement
Im making a SDl platformer and atm im implimenting enemies. So far it is in a class and I can spawn one onscreen which im happy about. I can also make it move and collide with the tiles, which again im happy about. What im not too happy about is how to make it have 'goomba' movement, as its not work...
- Wed Jul 14, 2010 3:05 am
- Forum: Game Development
- Topic: LazyFoo is a demi god. Yet I hope he's not reading this
- Replies: 1
- Views: 617
LazyFoo is a demi god. Yet I hope he's not reading this
To begin with, the demi god thing is just to try and describe his awesomeness in a more appropriate way. Enkneeweigh, I was and still am lookign for programming books that discuss concepts needed for game deving ( eg enemy implimentation, shooting etc ). Boks more or less about game programming othe...
- Sat May 22, 2010 11:40 pm
- Forum: Programming Discussion
- Topic: Small gap when landing in platform game
- Replies: 8
- Views: 541
Re: Small gap when landing in platform game
Okay after staring at the screen while I jump onto the different tiles, I have found out that it seems that colliding with the bottom of the tile is what screws it up. However there is still a few tiels that the gap is there even if its the first tile i collide with. Im really confused becuase there...
- Sat May 22, 2010 9:40 pm
- Forum: Programming Discussion
- Topic: Small gap when landing in platform game
- Replies: 8
- Views: 541
Re: Small gap when landing in platform game
What ive done is edited the spritesheet so now there is no transparent pixels under the player in case that was the problem. The problem I am having is that the first time it makes contact with the collision tile, there is no gap underneath the player. However when I kump onto a platform for example...