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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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101  Developer / Technical / Re: Rendering a tile map? on: November 23, 2012, 11:18:17 AM

Why is there a big black empty space there?
Here's the code.
Code:
for( int x = 0; x < 4; x++);
         {
             clipTiles[ x ].x = x*32;
             clipTiles[ x ].y = 0;
             clipTiles[ x ].h = 32;
             clipTiles[ x ].w = 32;
         }
         for( x = 0; x < 15; x++)
             for( y = 0; y < 20; y++)
             {
                SDL_Rect offset;
                offset.x = x*32;
                offset.y = y*32;
                SDL_BlitSurface(tiles, &clipTiles[map[x][y]], screen, &offset);
             }

The array is still the same.
102  Developer / Technical / Re: Rendering a tile map? on: November 23, 2012, 09:03:11 AM
NULL*32 = 0, that won't do you any good.

I'm guessing you want something like:

Code:
offset.x = j*32;
offset.y = i*32;

Oh dear god thank you  Coffee
103  Developer / Technical / Re: Rendering a tile map? on: November 23, 2012, 08:15:16 AM
Code:
int x = NULL;
104  Developer / Technical / Re: Rendering a tile map? on: November 23, 2012, 07:46:21 AM
Is any of this right?
Code:
for(int i=0;i<15;i++)
             for(int j=0;j<20;j++)
             {
                SDL_Rect offset;
                offset.x = (x)*32;
                offset.y = x/32;
                SDL_BlitSurface(tiles, &clipTiles[map[i][j]], screen, &offset);
             }
105  Community / DevLogs / Re: Cute Dungeon Crawler on: November 22, 2012, 12:19:00 PM
Corny Laugh Hand Thumbs Up Right

Sthap
106  Developer / Technical / Rendering a tile map? on: November 22, 2012, 11:58:43 AM
Hi!
I'm trying to make a game with tiles and I've done a 2d array like this:
Code:
int map[15][20]={
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0},
{0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};

Here's the const_ints
Code:
const int TILE_WIDTH = 16;
const int TILE_HEIGHT = 16;
const int TILES_NUMBER = 384;
const int TILE_SPRITES = 4;
const int TILE_WALL = 0;
const int TILE_EDGE = 1;
const int TILE_ROCKS = 2;
const int TILE_PLATFORM = 3;

And from serching through out the internetz I've gatherd that I'm suppoused to make a loop like this.
Code:
for(int i=0;i<15;i++)
             for(int j=0;j<20;j++)
             {
                // what goes here?
             }

Now my question is how do I render it?
I have an sdl_surface that has the tileset.

Thanks for any help  Coffee
107  Developer / Art / Feedback on my pixel-art? on: November 15, 2012, 09:52:07 AM
Hi!
I drew this and I'm just wondering if it looks good. 


Thanks.
108  Developer / Design / Re: some indie game articles i found (theastronauts.com) on: November 09, 2012, 12:20:07 PM
like for example, simcity and minecraft and interactive toys like those don't have gameplay, but aren't movies
[/quote]

Minecraft has a goal, get to the ender and kill the  dragon.
109  Developer / Design / Re: some indie game articles i found (theastronauts.com) on: November 09, 2012, 07:30:20 AM
What? If you remove gameplay you remove a game. Then it's just an animation.

i think it's the other way around. if you remove the game, you remove gameplay. it's not if you remove gameplay, you remove the game. in particular, if you remove *goals*, you remove gameplay, and it's no longer a game. but you can still "play" with it, as in simcity and minecraft and etc.

For instance I feel like the dota players and street fighter players are a bit different from the angry birds players but I'm not sure why. Maybe because dota and street fighter involve playing against other humans?

i think dota/sf players are playing neither to pass time or to form memories; they're largely playing to get better, to gain skill in a competitive e-sport. same with starcraft players.

If there is no goal then it's a simulator.
110  Community / DevLogs / Re: Noah vs Nephilim on: November 09, 2012, 05:57:53 AM
This. Looks. Awesome.
111  Developer / Design / Re: some indie game articles i found (theastronauts.com) on: November 09, 2012, 05:55:23 AM
What? If you remove gameplay you remove a game. Then it's just an animation.
112  Community / DevLogs / Re: Gunbox on: November 07, 2012, 12:12:25 AM
Looks awesome.
113  Community / DevLogs / Re: Gunbox on: November 06, 2012, 12:32:48 PM
Is this really a sport?
114  Community / Sports / Re: paintball game on: November 06, 2012, 05:25:52 AM
Hi!
I've added a new gamemode and a new level. As said before there is going to be 5-10 levels, to not make it the same thing everylevel I've decided to have a new gamemode for evry new level.

First level is normal team deathmatch, second is capture the flag. I'm done with these two. The A.I will also become harder when you complete objects. When you're holding the flag enemys will rush you.

Video and screenshots coming soon.
115  Developer / Technical / Re: Holding and releasing flag. on: November 06, 2012, 02:52:30 AM
I've fixed it.
116  Developer / Technical / Holding and releasing flag. on: November 06, 2012, 02:38:50 AM
Hi!
I'm trying to make a capture the flag gamemode into my paintball game. I've made so you can pick up the flag but when you go to the drop of point nothing happens.

Here's the pick up the flag code:
Code:

 bool pickupFlag = false;

 // There is other stuff between here

  if(collision(&flagRedC,&turninBlue))
         {
             flagRedX = turninRed.x;
             flagRedY = turninRed.y;
             cout << pickupFlag << "\n";
             pickupFlag=false;
             cout << pickupFlag << "\n";
             flagScore += 1;
         }
         if(!collision(&playerC,&flagRedC))
         {
             pickupFlag=false;
         }

         if(collision(&playerC,&flagRedC))
         {
             pickupFlag = true;
         }
         if(pickupFlag==true)
         {
             flagRedX = playerX;
             flagRedY = playerY;
         }
 
117  Community / Sports / Re: paintball game on: November 03, 2012, 12:12:17 PM
Uploaded a video.

118  Community / Sports / Re: paintball game on: November 03, 2012, 07:42:17 AM
Hi!
Made the main menu!

Here's a picture:


Going to make background art for it, maybe even my very own font.
119  Community / Sports / Re: paintball game on: November 03, 2012, 04:47:20 AM
I'm done with the badguys(at least for today). I have four bad guys walking around and as said before when they see you the stop aim and shoot. Now I'm going to power-ups and health packs.
Then a score system so you can proceed to the next level. I'll might even make cut-scenes...

Thanks for reading  Coffee
120  Community / Sports / Re: paintball game on: November 02, 2012, 04:58:52 PM
Current to do list

- More bad guys
- More levels
- Power-Ups
- "health" pack
- Main menu

Edit: sleep? never heard of it.
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