0
101 Feb 10, 2014 at 17:50

Thanks Artur for the kind suggestion. River simulation is a WIP feature that will be available in about a month time, while waterfalls would have to be generated as particle effects, as done in most games.

0
101 Feb 10, 2014 at 17:45

Hey this is my code, if anyone has tips for me, to make it better, please comment :D

Sprite theSprite( new Surface(“assets/ctankbase.tga”), 16 );

int SpriteX = 0; int SpriteY = 100; bool Visible = true; bool DirectionX = true; bool DirectionY = true;

void Game::Tick( float a_DT ) { // render a single frame here m_Screen->Clear( 0 ); if (Visible == true) theSprite.Draw( SpriteX, SpriteY, m_Screen);

//alter our coord
if (DirectionX == true)
{ // he is moving right so add to his X
SpriteX += 1;
if (SpriteX > 500) DirectionX = false;
}
else
{ // he is moving left so substract from his X
SpriteX -= 1;
if (SpriteX <100) DirectionX = true;
}
if (DirectionY == true)
{ // he is moving down so add to his Y
SpriteY += 1;
if (SpriteY > 400) DirectionY = false;
Visible = false;
}
else
{ // he is moving up so substract from his Y
SpriteY -= 1;
if (SpriteY < 50) DirectionY = true;
Visible = true;
} }

1
102 Feb 10, 2014 at 07:12

It’s released on github ! check it here https://github.com/okamstudio/godot the web site is very slow at this moment.

0
146 Feb 08, 2014 at 10:59

It’s much better than the alternative.

You only stop growing old when you die.

0
104 Feb 07, 2014 at 22:34

CAPTAIN CROUTON!

0
103 Feb 07, 2014 at 22:33

The Typhoon engine might be useful, although i don’t know if if can do waterfalls and rivers.

http://www.typhoon3d.com/welcome.html

0
104 Feb 07, 2014 at 20:20

oh god… we are all kinda in this together… this… growing old thing…

0
104 Feb 07, 2014 at 20:18

just to show what digital croutons can do for your 2d stuff->

:D

1
102 Feb 07, 2014 at 18:48

The cry engine can be used for free (if your project is non commercial) and seems to be the best solution to your needs. Here the link: http://mycryengine.com/

1
146 Feb 07, 2014 at 17:18

None of my fingers point in the same direction as they used to, I’ve broken them so often.

Had to re-learn to type so many times.

I play games now more as an intellectual exercise, I look at them and think “ahh they are using deferred rendering and they are using influence maps and …..”

Some games I play as stress relief, as a true Englishman I enjoy killing the French at any opportunity. I’m too old to play rugby any more, too unfit to do judo, have to make do with virtual violence.

0
101 Feb 07, 2014 at 16:18

Available now in the AppStore

https://itunes.apple.com/us/app/rogue-resources/id795217313?ls=1&mt=8

In response to Call of Duty is dead?
0
104 Feb 07, 2014 at 15:08

something sorta on topic, considering you guys are complaining about rude little weeners on the internet playing games… heres my ancient opinion on the subject of all bloody games….

games are like candy, i just cant play them anymore without cricking my neck, and paralyzing my hands, just like candy makes my teeth ache… all i want now is my neural net games, and they are so pointless to play, its just funny controlling something that looks as real as tv. :) but they are still in theory stage, cause its bloody hard, and anything out there is too maths heavy to ever learn shit off.

cause i dont do maths.

its got nothing to do with maturity of my personality, its just my body is getting SO OLD.

0
104 Feb 07, 2014 at 15:05

thats amazing, goes to show how fancy maths gets. its like from some cartoon with some smarty pants kid computing the trajectory of his sling shot with maths :)

In response to C++ question
0
165 Feb 07, 2014 at 07:42

It’s saying that it can’t find the variable called m_Surface, which should be available inside any of the Game::Blabla functions. Does the tutorial compile and run ok before you started modifying it for the assignment? If so, can you post all your changes?

In response to C++ question
0
104 Feb 07, 2014 at 07:32

are you sure you are fully linked and included?

In response to Skwerm
0
101 Feb 06, 2014 at 18:03

Nice game man! I agree with wakka though that there should be some dimensional difficulty. I’m jealous of your skill ;-)

In response to C++ question
0
101 Feb 06, 2014 at 17:31

It does help if i change m_Surface to m_Screen, but I find this quite weird since the tutorial states that it should be m_surface

0
101 Feb 06, 2014 at 17:06

Here’s my new demo! Available for licencing.

0
102 Feb 05, 2014 at 16:14

OK… Thanks, Stainless. I found some tutorials. I’ll be looking through those. :-)

1
146 Feb 05, 2014 at 14:43

Box2d tutorials show how to do your own renderers.

It’s really easy.

Just look at those.

0
102 Feb 05, 2014 at 11:55

I’ve seen that page, but I am not sure how to use Box2D with OpenGL in C++. All the tutorials on the internet show Box2D used in collaboration with Cocos2D, which is, if I’m right, a full game engine. I don’t want to use Cocos2D. I want to implement Box2D and write my own collisions in C++. How would I do that?

1
146 Feb 05, 2014 at 10:12

Just have a look here and decide if you are going to use any of the engines

http://www.codeandweb.com/physicseditor/tutorials

0
102 Feb 05, 2014 at 04:44

Thanks, Stainless… I found this tool that can auto trace polygons and save a lot of time: PhysicsEditor. The only thing I don’t understand is what format to save it to in order to use it in OpenGL. It has several formats, .plist, .xml, .flash, etc. Some of them are Box2D formats. And I know Box2D can be used with OpenGL. Just not sure which format to use. Please tell me. Thank you.

1
146 Feb 04, 2014 at 09:57

You either write an app that allows you to create the polygons by hand, or you look online for a tool you can download.

The Torque 2D engine uses this technique, maybe you can grab a free version of that and use the editor to create the polygons.

0
102 Feb 04, 2014 at 04:57

OK… I think this is the more ideal method as it uses the concept of bounding box and gives the accuracy close to pixel perfect collisions. Thank you for your suggestion. I have one doubt, though… How would I go about creating collision polygons for my sprites? Please clarify this for me.

Thanks.

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