Hi,
Sir I have an inquiry : "Create an exact replica with multiplayer gameplay or add your own modifications and improvements!"
"Exact replica" of the original ? but we can "MODIFY" it ?
Thanks ^ _^ y
Hi,
Sir I have an inquiry : "Create an exact replica with multiplayer gameplay or add your own modifications and improvements!"
"Exact replica" of the original ? but we can "MODIFY" it ?
Thanks ^ _^ y
2 hours ago, DexterZ101 said:Hi,
Sir I have an inquiry : "Create an exact replica with multiplayer gameplay or add your own modifications and improvements!"
"Exact replica" of the original ? but we can "MODIFY" it ?
Thanks ^ _^ y
The requirement means you can make 100% the same game, or make the same game "plus" modifications and improvements. It's your choice.
Programmer and 3D Artist
Got the sprite class implemented (image below), next timer & input
How's yours coming guys? Also is ok to post here? Or are we supposed to open a separate topic?
My portfolio: https://www.artstation.com/artist/marcusaseth
1 hour ago, MarcusAseth said:
I would recommend making a blog https://www.gamedev.net/blogs that keeps track on your progress. Once you're done, submit as per post 1, and post your link and screen shot here.
Programmer and 3D Artist
I appreciate the suggestion but blogs are really not my thing
Unless is a discussion with others and group learning experience kind of thing, there is no point for me in keeping a blog, I'm not the type who watch back on previously done stuff nor expect anyone else going to take their time to watch stuff made by a begginner, and I find sad even just thinking to the possibility of me writing on a blog that noones watch, so I'll pass on this one
My portfolio: https://www.artstation.com/artist/marcusaseth
@MarcusAseth What game engine are you using if one at all? I saw you posted a C++ code, but not sure if it relies on a game engine or not.
21 minutes ago, redblue said:@MarcusAseth What game engine are you using if one at all? I saw you posted a C++ code, but not sure if it relies on a game engine or not.
No engine, I'm using C++ and SDL2
My portfolio: https://www.artstation.com/artist/marcusaseth
12 hours ago, MarcusAseth said:No engine, I'm using C++ and SDL2
Nice. That's too low level for me, but I was looking at it and seems to be a great library. I liked this tutorial pages in particular: http://lazyfoo.net/tutorials/SDL/index.php
Yup, that's pretty much where I learned it from, even though I only did half of the tutorials
My portfolio: https://www.artstation.com/artist/marcusaseth
My idea for the input was to have a map of keybinding with key=SDL_Keycode and value=void(*)() so that I can link the functions to the key and just pass the key pressed to the map and have it call the right thing, code below.
I'm not even sure this work since is the first time I try, furthermore since the Ghost are Creature type too, how are they supposed to get inputs? I guess I need to figure out a secondary method to give input to them.
Also, does this even work if both players are holding down a key to move ther character? Hopefully an SDL_Event contain info about all the key currently pressed... I'll keep going, but if you guys have any article that can help me/ put me on the right track, I would appreciate
PlayState::PlayState() : window{gWindow}, renderer{gRenderer}, gridSize{24}
{
buildMap();
int creatureScale = gridSize * 2;
entities.push_back(make_unique<Creature>(Creature(ECreature::PLAYER, getCellScreenPos(2, 15), creatureScale)));
entities.push_back(make_unique<Creature>(Creature(ECreature::PLAYER, getCellScreenPos(29, 15), creatureScale)));
//P1
auto p1 = static_cast<Creature*>(entities[0].get());
keyBindings[SDLK_w] = p1->moveUp;
keyBindings[SDLK_d] = p1->moveRight;
keyBindings[SDLK_s] = p1->moveDown;
keyBindings[SDLK_a] = p1->moveLeft;
//P2
auto p2 = static_cast<Creature*>(entities[1].get());
keyBindings[SDLK_UP] = p2->moveUp;
keyBindings[SDLK_RIGHT] = p2->moveRight;
keyBindings[SDLK_DOWN] = p2->moveDown;
keyBindings[SDLK_LEFT] = p2->moveLeft;
//entities.push_back(make_unique<Creature>(Creature(ECreature::GHOST, getCellScreenPos(0,0), creatureScale)));
//entities.push_back(make_unique<Creature>(Creature(ECreature::GHOST, getCellScreenPos(0,0), creatureScale)));
//entities.push_back(make_unique<Creature>(Creature(ECreature::GHOST, getCellScreenPos(0,0), creatureScale)));
}
My portfolio: https://www.artstation.com/artist/marcusaseth