I am making an open world RPG game. I have already done the graphics rendering (with directx 11 on windows 8). I am a bit confused of how to load all of this data in, and I looked into how the game Skyrim did it. I didn't find much information about it at all, apart from it uses cells for each bit of the game, and if you character were to kick a pumpkin (for example) it would record the new location in the player's save file. The same goes for spells, perks, quests, etc.
My problem is, I'm not sure how to implement something similar in code!
Here's my game, what do I need to learn to make a basic GUI? (Easiest way possible for now).
--NOTE, the code was a bit too long for me to post. I can add it if it is necessary. Basically all I want are 4 buttons on the main screen, one that says "Arena," "Store," "Stats," and "Exit."
There will of course be sub menus to each option, but we will get to that later.
i am making a space game using sfml 2.0. i want it to move depending on its rotation. so if it is rotated 20 degrees it move in the direction it is facing. how do you do it?
Making/Building 3D Game Engines, Do I need to know anything related to ART or graphics in order to make them ? I mean, I do know that having a know how about vectors is VERY important, But I am no good at art, I suck. I have thought of getting a separate guy to do the art, as I'm more interested in writing code and then implementing it making use of the art that has been made, I'm just worried if I need to or not need to know anything about sketching or art in order to write a 3D Game engine ?
I have a sword(25 damage), spear(20 damage), arrow(15 damage), dagger(10 damage) and knife(5 damage). I want to make a class for them so that I can equip one of them in battle and use them to inflict damage.
I'm trying to make a very simple game in SFML, and i have a problem. Whenever i try to create sf::Sprite for the class where all properties of Player (his sprite, health, speed, etc.) It gives me error.
#include <sfml.h> #include <list> class Playerclass{ public: int xspeed, yspeed; float health; sf::Sprite entsprite();
[Code] ....
The error is with player.entsprite.setTexture(texture) : "'player.Playerclass::entsprite' does not have class type".
In file included from /usr/include/cairomm-1.0/cairomm/fontoptions.h:26:0, from /usr/include/cairomm-1.0/cairomm/surface.h:37, from /usr/include/gdkmm-3.0/gdkmm/pixbuf.h:40, from /usr/include/gdkmm-3.0/gdkmm/dragcontext.h:31, from /usr/include/gtkmm-3.0/gtkmm.h:90, from main.cpp:1: /usr/include/cairo/cairo-ft.h:50:35: fatal error: fontconfig/fontconfig.h: No such file or directory #include <fontconfig/fontconfig.h>
Write your question here. Hello World not working they say 1>------ Build started: Project: HelloWorld1, Configuration: Debug Win32 ------ 1>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I used this video [URL] ....
#include <iostream> using namespace std; int main(){ cout <<"Hello World! " << endl; return 0; }
I am working with a new text adventure. The way i want to construct it is by having a class for all living things. in the class you have basic things as: health, gold, vector for inventory holding "struct item". etc...
There is also a class called world, wich navigates through the world.
World class contains of: player location, and a map containing info about the room etc...
Here comes the problem. I want there to be characters to be placed out in different maps, so basically i want the world class to hold objects from Character.
How to do it. In world class i made a map...
std::map<int,"content">
content is a struct i made above in world class:
struct content{ std::string name; // location name std::string info; // info about location std::vector<Character>characters; std::vector<item>items; };
To sum it up, i have a std::map<int,content>map the int stands for location id. Content holds more info about the room and what's in it
btw the classes are in different files and that means i have to include "Character.h" in the world file so i can set up the vector of characters.
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.
I have project that is on c++. it runs fine. i want to use it in my C# application as a dll. i have created its dll and but firing exception of "interprocess communication".
Is this a doable task that creating dll of an exe project and using it in C# application?
I am trying to get this to work without arrays. At the moment all I am trying to do is allow it so that when the user presses 1 the board prints with 1 replaced by X, tell me where am i going wrong. I know its not finished.
#include <stdio.h> #include <stdbool.h> char a = '1'; char b = '2'; char c = '3';
So basically I have to write a C program that, when opening the html file in a browser, looks essentially like this: (Size, position, color of the shapes doesn't matter so long as I have one of each shape and the box surrounding them. Words up top dont matter either.)
This is what I have so far: Code: #include <stdio.h> #include <stdlib.h> #define FILENAME ("A4P1.html") [code]....
Anyways i can get the individual shapes, but I don't know how to get all the shapes to appear at once..
i have an assignment where i have to draw a teapot using triangles, and are struggling with the part where i have to color it. Here is an link to the assignment URl....
I have managed to draw the teapot and translated it onto the screen. the part i need support with is making a bounding box for the triangle and coloring it.
I'm creating a game in which i.need player to.answer.my question within 10 seconds...
So I need a code for this timer... I don't want code to be paused by sleep or delay functions.. But I need that it waits.for 10 seconds.. and if user types answer in between.. it.reads it
And if player.doesn't answers it within 10 sec.. it displays a message
I wish to create a simple animation, similar to the pong game but completely automatic (i.e. both sides play against eachother sort of like in a screensaver of sorts).
I am clueless on to even start tackling this, what tools to use and how to use them, to make them do what I want. I have had some experience with C++ scripting while modding Fallout 3, but I'm not sure how similar the scripting system available in the SDK for that game, is to the real thing.
Like I was saying I want to create a simple animation where two AI blocks try to prevent a ball from reaching the wall behind them.
What my ultimate goal here is to make a program that asks the user how many numbers they would like to add followed by asking the user what numbers they want to add. I want the amount of numbers they can add to be infinite and have the loop continue adding the numbers until it reaches the final number. I just need to know how to do this.
Here's my code:
#include <iostream> #include <string> using namespace std; int main() { //variables int amount; float num; float sum;
I'm trying to write a code that proves a queue like fifo (first in first out). I have four characters :
p(rint),e(nqueue),d(equeue) and q(uit).
The problem is when I press d a first character must get rid of, but not. When I press d the numbers get double.
Example input: e 2 3 9 8 7 p 2 3 9 8 7 d p 3 9 8 7 d p 9 8 7
#include <stdio.h> void enqueue(int queue[], int newnum, int *tail_p, int maxsize); void deque(int queue[], int *tail_p, int *elem); void printqueue(int queue[],int count);