C++ :: Video Game - How To Set Up Save System
May 20, 2013I would like to create a video game. It would be text based. How could I set up a save system? Also, how would I load it?
View 3 RepliesI would like to create a video game. It would be text based. How could I set up a save system? Also, how would I load it?
View 3 Repliesis is possible to put a video in your c++ game using allegro 5?before starting the game................
View 1 Replies View RelatedI am making a game of quiz and i want to play a small clip in one of the rounds, but i dont know how to do it in c++ ....
View 3 Replies View RelatedI am working on a video game that is based on a tutorial I found online and I ran into an issue associated with accessing an object's method inside another class object's function without making the object global which seems bad.
Here is basically how the tutorial set things up in the game: The game has a base class called GameObject then there are other child classes that inherit from this class. The GameObject class has all the basic information an object would have that needs rendered on the screen (x/y position, size of bitmap, bitmap, whether or not it is collidable, etc).
One of the child classes SpaceShip, which is the player so it has attributes and methods associated with managing # of lives and points scored.
There are other child classes of GameObjects in the game that need to take life and add points from the SpaceShip object if they collide with the spaceship or other objects.
In the collision handling routine I basically call a function "void Collided(int objectID)" when a game object collides with another. Within the Collided() routine, there is logic that executes code or other functions based on the objectID it collided with. Some of the collisions require taking life from the spaceship or adding points. The way this was accomplished in the tutorial was with function pointers (see Bullet class constructor and collided method for example). Is this really the best way to handle this sort of thing? It seems like there has to be a simpler way than to keep referencing function pointers in any new class I want to add to the game. I realized this when I went to add a method for the spaceship to fire bullets rather than inside my game class.
My Project Source found here: [URL] .....
Opening large files in c++. In my application, i am trying to save video as long as users have space in harddisk. What I am trying to do is when user is recording video i am trying to append the video data in to the file. The problem is that every time file size reach over 2GB my software crashes.
View 5 Replies View RelatedHow would you create a video game in c++? I'm not sure really how to display the graphics and set properties and do all that stuff. I don't have money to buy a book about so how do you?
View 2 Replies View RelatedI was tasked with creating a program that asks for the scores of three gamers then takes these scores and outputs the highest. I THINK I have the other parts down but I don't know how to get the program to compare the scores and output the highest without having to write a long list of commands comparing playerone to playertwo, then player one to playerthree, then player two to playerone, etc.
#include <iostream>
using namespace std;
int main () {
int playerOne, playerTwo, playerThree;
cout << "Please enter score for Player One: ";
cin >> playerOne;
[Code] .....
Which is best option to save images in database or file system, I am developing c++ server client app. I want to save the images in server using file system or database. I am confusing to choose which option?
View 5 Replies View RelatedI am trying to put my Save and Load function in my game, this is what i have:
Code:
/* Save game */
void GuardarJuego() {
FILE *fsave;
char turno;
fsave=fopen("SAVE.txt", "w");
fputs(*****, fsave);
[Code] .....
My game code is this: [C] GameCode - Pastebin.com
cout << "You've made 3 mistakes ! Game is now over !" << endl;
cout << "You had " << correctGuesses << " correct guesses before the game was over" << endl;
this info into a text file...
example of a guessing game code...
#include <iostream>
#include <time.h>
using namespace std;
int main() {
cout << "This is a very simple number guessing game. Each time you will be given a number of the range 0-10." << endl;
cout << "The objective of the game is to guess whether the next number is going to be higher or not. As simple as that." << endl;
[Code] ....
I'm working on my first own project which is to collect some info from a save game file and then parse it to a website. Skyrim uses a .ess file extension, which to my knowledge is a binary file. I know how to open a file for reading but how to extract the info I need from there. Do all games use a standardized serialization or can the format of this file be anything?
If reading the binary file turns out to be too difficult, would it be possible to hook the game and retrieve info that way? If so, where would you recommend to start learning that stuff?
So I'm trying to accomplish something that right seems to hard for it to be worth it. I'm trying to write a plugin framework/system for my game. I have read about it and everything that pops up says it's OS-specific and you have to load the plugins from either a .so file on linux or from a .dll file on Windows. So here lie my questions:
-Is there any universal way of accomplishing this?
-Every way I've seen assumes i know the names of the functions I'm calling which doesn't hold true if the plugin are written by a 3rd party. How would i turn the table on this matter?
I'm making a game with the following class structure:
GameControl - The class that actually runs the game, with a while(!closed) // run the game loop.
State - A class that handles the state of the game, for example if the game is rendering the scene it would be in one state, and if it is rendering the menu, it would be in another.
ComponentManager - A class that manages all of the components of what is being done, for instance, the Scene class would contain a bunch of components handling the drawing of each tree, physics, the camera, etc. The manager will put them all together.
Component - A component of whatever is being done. A tree (and its rendering code) would be an example of a component of the scene. The camera would be another. The component does not necessarily have to be drawn, it could be handling something like physics (and would throw physics events to other components that need to move in a certain way).
The GameControl class has its loop, which would call the update function on the current State (there are classes that inherit State and override the update function of State).
In the update function of the base class "State", it would take all of the active ComponentManagers and update them. There are classes that inherit the base class ComponentManager and override its update function.
Each ComponentManager would update each of the Components that it owns.
This is the organizational structure that I came up with to make the game scalable and changeable . If, for instance, I wanted to add multiplayer at some point, I would add a class that inherits the State that controls the gameplay called "MultiplayerGameState". This would just add a new ComponentManager that inherits the ComponentManager that controls the player and all of the living things that are moving around. Then, the MultiplayerGameState class would recieve the multiplayer messages coming in and add other player Components for the other players.
My code is giving me various errors like "Forward definition of class State" and "Invalid use of incomplete type State". Unless I made some stupid error that I didn't catch, these are being caused by me including the classes in ways that some of the classes do not see the full definitions of the classes they need to see (because of the preprocessor directives preventing classes from being included multiple times.
Code: (Not implemented exactly as shown above, but I think the main difference is that the main class is not in GameControl, it's in OgreFramework.cpp)
The base classes: [URL] ...
States: [URL] ...
ComponentManagers: [URL] ...
Components: [URL] ...
The project: [URL] ...
My question is: is there a better way to implement my organizational system so that these errors don't occur?
I wrote a Simon game, and wanted to save the top 10 scores. I was working right, until I decided I wanted to still be able to read the file if someone enters a name containing spaces. Now, the results aren't right.
void FillScoreList(string Simon_Names[], int Simon_Scores[]) {
ifstream Simon_HiScores("Simon_Data.txt");
if (Simon_HiScores.is_open()) {
for( int x=0;x<10;x++){
[Code] ....
Even without trying to read names with spaces, I'm getting
dad 1
0
340176
0
... either a long number or a zero. No names
I'm working on a game with an entity-component system. I have a Manager class that is handling all of the components by feeding them into vectors set up for each type of component. Right now I have a lot of repeated code for each kind of component.
void add_pos_comp(shared_ptr<Position> pos_comp);
shared_ptr<Position> get_pos_comp(int id);
const vector<shared_ptr<Position>>& get_pos_comps();
void add_vel_comp(shared_ptr<Velocity> vel_comp);
shared_ptr<Velocity> get_vel_comp(int id);
const vector<shared_ptr<Velocity>>& get_vel_comps();
I've tried generalizing this with templates, but I've been confused by how I should organize the collection of vectors for each component. I had it setup so that they were all in an unordered_map, but how to get the templated functions to find the right map slot to use based simply on the template's parameters.
The full project is here for reference: [URL] ....
I have to write a program that simulates a handheld gaming system. a system can have power toggled so its either on or off. when the system is on, its volume level can be raised or lowerd. a system has minimum volume level of zero and a maximum volume level of 10. a system stores games.
// simple game menu
//simulates a handheld gaming system
using namespace std;
class Game {
public:
Game(int GameNumber = 3, int volume = 10);
[Code] .....
I've been trying to figure out how to implement a way to save this board state throughout a user's inputted path. At the end, I need the output to print out the board states (user's path) of how he or she got the puzzle solved. This puzzle is the 15 Puzzle; but we have it to change by the user's input on what size they want to play (3x3 to 5x5). How to save the board state of each user input, then print those out in order from beginning to solved puzzle state. Subsequently, I would also need transferring the board state to change with using a vector to store the size based on user input. How to proceed, using a first search to solve the puzzle from the current board's state.
calculations.h
Code:
/*Calculations set as a header to keep compiling simple and faster*/
#ifndef calculations
#define calculations
int solved[5][5];
void initialize(int board[][5], int);
void slide(int board[][5],int move,int);
bool isBoardSolved(int board[][5],int);
[Code] .....
How do you create a save file for a game, that is not a separate file? Specifically I am using code::blocks and sfml 2.1 to make a game and it saves to a text file at the moment. My problem is that it is very easy to modify the text file, and it is annoying to have to copy and paste several files if you want to use a copy of the game. I have a feeling that it may be to do with resource files, but I'm not exactly sure how to get these to work or whether you can modify them dynamically.
View 6 Replies View Related1st when i fill the things on form then saved in database after saving record when i want add another record it shows an error. after saving it saves new record refresh doesn't work
View 1 Replies View RelatedI am trying to develop a GUI using MFC, but I am having trouble using CFiledialog to save a file. The problem is, the file is not getting saved to the folder when I use the CFiledialog. Below is the code I am using.
Code:
CString szFilter = "XNRep Files (*.xnrep)|*.xnrep||";
CString s = "xnrep";
CString t = "";
CFileDialog fileDlg(FALSE, s, t, NULL, szFilter);
if(fileDlg.DoModal() == IDOK)
{
std::ofstream file;
[Code]....
After the file dialog opens up, I enter the name of the file and select OK button. But the file does not show up in the directory I am saving to.
I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.
The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.
How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?
I would like to make a program for calculating the total price of a game station, and a game. I made a program like this for just the price of a game in class, but I want to make one that does the game system as well.
View 7 Replies View RelatedI have been working with video files and my task is open a video file, get it copied into another file and then changing into binary format. after getting few bits inverted, changing back it into ascii formats. Original video contains normal and extended ascii codes. Unfortunately, i got stuck at first step, whole video file is not being copied. i have written a piece of code that copies the whole word/ any text file but the video file is not fully copied as just 5KB out of 119,659 KB are copied.
Code: #include "stdafx.h"
int _tmain(int argc, _TCHAR* argv[]) {
FILE *fp1,*fp2;
char c;
fp1 = fopen( "sample.mpg", "r") ;
fp2 = fopen("result.txt","w");
[Code] ....
I've been wondering if there's a function or procedure used to know the current video mode. An example of how this was done in Pascal:
function VideoMode : integer;
begin
if (lastmode = BW40) or (lastmode = BW80)
VideoMode := 40
else
VideoMode := 80;
end;
I've been told "conio.h" has a lastmode function, but it doesn't seem to be supported in Dev-C++ and Visual Studio C++. Is there a Windows function to know the number of columns in the current video mode?
I have loads of movies on DVD and they are all on my media server, but the media server doesn't actually allow streaming to be done, the movies are just stored in a folder on the desktop.
My goal would be able to host all my movies on my LAN server, then build an application to run on a windows based PC at home, not over the Internet just over LAN. For example, say the server I have at home had all the movies in a folder on the desktop, then when I start the client on another PC or laptop in my house, I could view all the movies, choose which one and then stream it to that client PC. I am using C#.NET WPF visual studio.
Maybe I could use something like VLC player to play the movies but I would want to build an client application to view the movies and search for them on the server where the movies are stored. Also I know there are other media streaming programs out there but I want to develop my own one for my uses.
I'm currently stuck whit a problem. I would like to access video memory of the console(Yes, only the black box) in C. I know how to do it in turbo pascal :
Var
video:array[0..4000] of char absolute $B800:0000;
But i don't know the numbers in C. I've searched for the numbers of the memory in C but i can't find it.