A related set of properties (height, colour, level) and methods (pick up item, jump, attack) that are used to describe an entity in the game.
-2
votes
1answer
131 views
Detailed Modern Opengl Tutorial? [duplicate]
I am asking for a specific modern opengl tutorial.
I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most ...
0
votes
0answers
20 views
XNA Accessing a particluar type of screen from the screen manager
I am using monogame and the screen manager sample.
I have a small question regarding how to access a particular type of game screen; GamePlayScreen.
All of the screens extend a class GameScreen and ...
3
votes
2answers
92 views
Circular Method Calls
The title may be a little wrong for what I am asking, but that was the closest I could think of.
My problem is I am making a game that includes a World class and a WorldObject class. the World class ...
1
vote
3answers
140 views
How should I handle the relationship between my Player and keyboard input classes?
Just a quick one really, as I can't find anything definative.
Started developing in Java, to learn and take on a bit of Game Dev. Have a PHP background, and I'm a massive sucker for best practices, ...
0
votes
1answer
80 views
watching for changes in object state
I'd like to know what others do to watch for changes in object states while the game is running.
Say you have an object and that object has a timer. The timer completes. What is the best way to know ...
1
vote
1answer
61 views
How can I show information from a variety of sources in my debug menu?
I'm creating a debug menu, and I want to be able to show a lot of information (variables) on that menu. This information will come from a lot of classes (instances).
How can I show a lot of ...
3
votes
1answer
98 views
Mesh objects and a draw function
I'm currently working with a mesh class so I can easily create mesh objects. Now I want a draw function in my mesh class so when ever i want draw it to the screen I can just call it without any fuss. ...
0
votes
1answer
56 views
Object generation from an existing object in a game engine
To simplify, let's say in en engine I'm coding for a game, I have the Main class an Object class. In the Main class' update method, I loop through the array of all Objects in the game. I also have a ...
0
votes
1answer
233 views
cocos2d-x - object creation and management in game design
How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of.
Example:
Maybe a layerManager that ...
0
votes
1answer
82 views
Why does this LUA code not render any objects on the screen? [closed]
Did I mess up something somewhere? If i put a putsxy in the same box, it renders a string just fine, but for some reason this code hates objects. What this code is supposed to do is render a set of ...
-1
votes
1answer
92 views
Refering to an object from an array in Java [closed]
In my game, the whole thing is based off of grids. So the map is a dual dimensional array of 32 (32 x 32 grid map). Now what I want to be able to do is to grab a grid and be able to access it and ...
1
vote
1answer
87 views
Making different kinds of items [closed]
I want to create 2 items on the screen. Each item will be a differently colored rectangle.
item1 = green rect
item2 = blue rect
If the user gets the 1st item, it will print bullet1, which is the 1st ...
13
votes
5answers
1k views
An object twice as close appears twice as big?
So I was thinking about creating a 2D game where you can also move along the Z-axis, by changing in which layer you are. Depending on the depth I want to scale my 2D sprites.
Once, someone had shown ...
18
votes
2answers
767 views
How to structure code for many unique weapons/spells/powers
I'm an inexperienced programmer creating a "roguelike-like" game in the vein of FTL, using Python (no PyGame as of yet as I'm still only concerned with text).
My game will contain a large number of ...
1
vote
3answers
649 views
How to differentiate between instantiated objects in Unity?
I'm currently trying to solve a way to go about the following problem before I start writing any code (the old fashioned pen and paper way) but I'm not sure how I could achieve the following.
I'm ...