Archive

Posts Tagged ‘Beginning Game Programming Second Edition’

Programming Addicted?

August 23, 2009 Leave a comment

Sigh, and I still haven’t got around to writing the about page…

Anyway, I can’t believe I spend my whole saturday programming my Platformer Engine. Yeah, with 2 of my roommates went out of town, another was being busy with his own agenda, and my girlfriend went out of town as well, I didn’t really have anything to do, so I just stayed in my room, sat in front of my laptop, and started coding it, oh, and not to mention that I was fasting too, so I didn’t really need to go out to find some foods. And what’s worse is, I didn’t regret doing it. I mean, with all the games sitting in my laptop (and hard disk), I still chose programming over them, and I feel happy about it. Sigh, and my Fallout 3 is still far from finished. I’m just afraid I’ve become addicted to programming, much like a person gets addicted to gaming, but this one’s with programming instead. And that’s just when I think I have handled my addiction to gaming…

Anyway, speaking about programming, I’ve finally finished the 2D section of Beginning Game Programming Second Edition. There’re still around 4 chapters dealing with 3D, but I’ll leave it for later, since as of now, I want to fully master 2D first. So, my next move is to create an engine for platformer games (you know, Megaman, Mario, etc), and it comes along just fine, there’s a bit of trouble when implementing class, but it’s been solved now. I already have some kind of game in mind, though I would save it for later, since I still need to draw all the sprites @.@

Platformer engine screenshot

X and his tilesets on Platformer Engine

Oh well, let me give you a little progress report (and a screenshot) of my Platformer Engine for this week. Well, I haven’t modified DirectX Framework much so far:

  • Added a tile mapping system.
  • Added a map scrolling system.
  • Started implementing classes.
  • Optimized some image reading functions.
  • Added some controls for the character.

The basic engine is really almost done, I just need to add more advanced features like jumping, reading an outside source file, etc. I also need to make myselp a map editor, so I could create a better looking map with the tileset I got.

And yeah, I finally found some Megaman X tilesets! Those are pretty rare actually and would help a lot in imagining and designing the collision detection system. I also got a complete Megaman sprite, which would really help in making the animation system for everything the engine will be capable of, like jumping, climbing wall, air-dashing, etc.

If there’s anyone interested, here’s a link to Sprites INC, where I get the megaman sprite, and VGMaps, where I get the tilesets (it’s actually comes from map images, so you still need to tile and set them properly).

Updates: Blog, DirectX, and MIDI to WAVE converter

August 17, 2009 Leave a comment

Yay! Finally modified how this blog looks and also changes the setting to how I wanted this blog to be. Though I was initially surprised that WordPress only has 75 themes (and no way to import themes), I finally decided to use the new iNove theme. I wasn’t sure I’ll use this theme at first, since there is no custom header, but I just remembered that I don’t really know what kind of header I’m going to use, and I don’t have one at the moment too, so yeah, iNove for me.

Now, for some real post, I’ll post my latest update on my undertaking of C++ and DirectX. I’ve been reading Beginning Game Programming Second Edition by Jonathan S. Harbour (a really excellent book for beginning DirectX game programming with C++, I could post a link to it if any of you wants it), and so far, I’ve gone until chapter 10, and I think have finished making a basic DirectX framework, which I can use as a template for any future game project.

Here’s a screen of it (the guy walks across the screen endlessly, with a BGM playing)

DXFramework Screenshot01

A screenshot of DirectX FrameWork

Anyway, next step is to create an actual game engine, I just need to learn about tile-based background, which should be covered in the next chapter… Oh, scratch that, it seems there’re still lots of thing to do:

  • Learn about tile-based background
  • Learn how to use classes in C++ effectively
  • Learn how to play MIDI with DirectSound
  • Learn how platformer game works

Yeah, that’s a long way to go. I just hope I can pull this off, especially with college life starting real soon @.@

Anyway, I hate how the code I used for DirectX only able to play *.wav files, I mean, compared to *.mid files they’re like a hundred times bigger, not to mention my audio library only has MIDI and OGG files @.@ So, I suppose I’ll try to convert them, but I can’t find a good, free MIDI to WAV converter! First I tried Mid2Wav Recorder which shows up first when I search for the converter on google. It appears the program only save 10 seconds of the MIDI unless I purchase it, and there’s no working crack for it!! So I ditched it and tried NoteBurner which seems to be free. And yeah, it is free, but it is difficult to use, since I need to burn the music I’m converting into a virtual drive, and I can’t seem to change where I want to burn my files on Windows Media Player! So I looked for another program and ran into both MIDConverter and Ivan MID to WAV, and both of them needs to be purchased before I can properly use them! So, I gave up searching for it, and decided that I need to learn how to play MIDI files with DirectX instead. Still, if anybody ever finds a good and free MIDI to WAVE converter, please let me know, okay?

Oh, I just remembered I haven’t add anything to the about page, I’ll do it tomorrow I guess.

Follow

Get every new post delivered to your Inbox.

Join 111 other followers