Here is where it all comes together

The Partridge Family were neither partridges nor a family. Discuss.
MrGodin
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Joined: November 30th, 2013, 7:40 pm
Location: Merville, British Columbia Canada

Here is where it all comes together

Post by MrGodin » October 24th, 2017, 6:18 am

Well I have been a member here for quite some time now and feel confident enough to finally go all out and create a platformer game. I will be using my own (pieced together from a lot of different resources) Engine based on DirectX 11 and Direct2D.
I will be using a lot of stuff i derived from Chili's platformer and HUGS series and intend to use this community for feedback and will be updating this thread whenever i feel I've made advancements. I will welcome any and all input good, bad or indifferent.
I am currently creating the assets for tile maps and the like so i don't have it up on github as of yet.
I am excited about this project after all my fumbling around figuring shit out and I feel I am good enough to make it all come together.
Should be a fun ride full of blood sweat and tears lol ;).
Peace Out.
Curiosity killed the cat, satisfaction brought him back

albinopapa
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Joined: February 28th, 2013, 3:23 am
Location: Oklahoma, United States

Re: Here is where it all comes together

Post by albinopapa » October 24th, 2017, 1:24 pm

Good luck man, can't wait to see what you come up with.
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

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SlevinKelevra
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Joined: September 9th, 2013, 12:58 am
Location: Germany

Re: Here is where it all comes together

Post by SlevinKelevra » October 24th, 2017, 3:11 pm

Yea, good luck have man! Looking forward to see first updates!
Carpe noctem

Farhan687
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Joined: August 12th, 2017, 3:17 am
Location: Pakistan

Re: Here is where it all comes together

Post by Farhan687 » October 24th, 2017, 3:30 pm

Good Luck! Hope you make it to your satisfaction!

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chili
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Re: Here is where it all comes together

Post by chili » October 25th, 2017, 1:03 am

Sounds awesome bro, will be following this one.
Chili

kHimanshu
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Joined: October 28th, 2017, 1:55 pm

Re: Here is where it all comes together

Post by kHimanshu » October 29th, 2017, 2:30 pm

Wohoo!! can't wait to see the results of your practice and hard work.
someday i will also make a good game and share with you guys.
Gold ain't good I need Platinum

MrGodin
Posts: 721
Joined: November 30th, 2013, 7:40 pm
Location: Merville, British Columbia Canada

Re: Here is where it all comes together

Post by MrGodin » October 31st, 2017, 2:56 am

And so it begins.... Just a start to get things going
https://github.com/MrGodin67/Shyte
Curiosity killed the cat, satisfaction brought him back

MrGodin
Posts: 721
Joined: November 30th, 2013, 7:40 pm
Location: Merville, British Columbia Canada

Re: Here is where it all comes together

Post by MrGodin » November 1st, 2017, 4:19 am

Added player selection
https://github.com/MrGodin67/Shyte
Curiosity killed the cat, satisfaction brought him back

MrGodin
Posts: 721
Joined: November 30th, 2013, 7:40 pm
Location: Merville, British Columbia Canada

Re: Here is where it all comes together

Post by MrGodin » November 5th, 2017, 4:03 pm

Progress is coming along. Working on menu screen handling. Updated game play with different player attributes.
Next up: handle ladders, place enemies , text screen to talk to NPC.
Has anyone looked at this ?. does it compile ?..
Curiosity killed the cat, satisfaction brought him back

albinopapa
Posts: 4373
Joined: February 28th, 2013, 3:23 am
Location: Oklahoma, United States

Re: Here is where it all comes together

Post by albinopapa » November 5th, 2017, 10:20 pm

It does compile and run, I only tested in Debug mode though.

As for the game play, the controls are a little difficult.
When jumping you can't change the momentum of the player.
There seems to be a build up when jumping, you either have small jumps or a boost when holding down the jump button.
I like the sliding affect, feels like you're on ice.
Is it intentional to bounce off platforms and walls? If so, damn, with the jumping mechanics the way they are I had a hard time getting places. Not impossible, just difficult.
The UI is very well done, I like it a lot. Good job.

As for the code, some choices makes my undiagnosed C++ OCD flare up, lol.
Using references instead of const references for function parameters.
Using pointers instead of references
Using out parameters instead of returning by value
Using C library ( fopen for instance ), especially since you make use of ifstream and ofstream in other places.
Another place is the Graphics::RenderText function. You pass in a wchar_t* returned by a std::wstring::c_str() function, which to me seems kind of silly since you need the string's length inside the function. Inside the function you call wstrlen, but if you were to pass the wstring to instead, you'd already of the length of the string using std::wstring::size() or std::wstring::length().
You can convert string to wstring more easily than using mbstowcs, const std::wstring wstr( str.begin(), str.end() );

just to name a few.

Your code is so far along now, it would take some time to refactor, so I wouldn't worry about it. Just wanted to bring up some stuff that stuck out to me.
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

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