@markozelenovic : Da ima u C# , sam kompajlirani kod i editor mapa su prilicno integrisani.
Sta je najbolje; Game Creators?
Zaključano
Zakačeno
jeah.:|
Ja koristim torque game builder od www.garagegames.com
Napisao sam cak i uputstvo za torque na srpskom, na jedno 15-ak strana, za sve koga to zanima (a neke je zanimalo)
Ako nekog zanima 2D game developing, moze da mi se javi na [email protected] pa da zajedno radimo. Ja sam iz Beograda.
Napisao sam cak i uputstvo za torque na srpskom, na jedno 15-ak strana, za sve koga to zanima (a neke je zanimalo)
Ako nekog zanima 2D game developing, moze da mi se javi na [email protected] pa da zajedno radimo. Ja sam iz Beograda.
Potpis
www.zeitgeistmovie.com - film koji mora svako da vidi! (free to download)
3d torque ili 2d torque
Ama sve su to gluposti (ti game builderi,makeri...), najbolje se bacit' na C++.
I evo ja sam nabavio Allegro pa pravim neku igru trouglova i pravougaonika , kvadrata, krugova
..., ali za pola godine napravicu ono sto sad mogu u game maker-u koji cu da zapustim
.
I evo ja sam nabavio Allegro pa pravim neku igru trouglova i pravougaonika , kvadrata, krugova
Znaci:
Allegro+(GCC,Cygwin,Mingw)->Nice(Ja koristim DevCpp sa Mingw compilerom)
Igra radjena u ovome->
-Gusanos(real time worms)(vidi na Google pa Download-uj)
Allegro+(GCC,Cygwin,Mingw)->Nice(Ja koristim DevCpp sa Mingw compilerom)
Igra radjena u ovome->
-Gusanos(real time worms)(vidi na Google pa Download-uj)
Moram da kazem da Python i Pygame nije losa kombinacija:
Games:
-Frets on Fire (Guitar Hero clone)
Games:
-Frets on Fire (Guitar Hero clone)
A jel neko zna zasto je prvo izbacena verzija Allegra 4.3.1 21. aprila a 4.2.2 kasnije tj. 22 jula !!!??? :D
Potpis
His majesty Grand Duke of Shumadija and Western Pomoravlje
Sta te to interesuje ,pih...
Znam da je svima prava mora da instaliraju allegro pa evo upustva za Devcpp 4.9 i WinXP.
startujte devcpp, tools-> upadates/packages - >promeni miror->klikni ono u desnom donjem uglu->nadji allegro zadnju ver->selektuj i instaliraj.
nadji na netu alleg40.dll skini ga i kopiraj ga u c:\windows\system32, idi na tools pa compiler opt. pa add the following comm selektuj (oznaci ga) i u text box ispod prekopiraj ovo
bez navodnika
"-lalleg -s -lgdi32 -ldxguid -lole32 -ldinput -lddraw -lwinmm -ldsound"
startujte devcpp, tools-> upadates/packages - >promeni miror->klikni ono u desnom donjem uglu->nadji allegro zadnju ver->selektuj i instaliraj.
nadji na netu alleg40.dll skini ga i kopiraj ga u c:\windows\system32, idi na tools pa compiler opt. pa add the following comm selektuj (oznaci ga) i u text box ispod prekopiraj ovo
bez navodnika
"-lalleg -s -lgdi32 -ldxguid -lole32 -ldinput -lddraw -lwinmm -ldsound"
da bi testirali radili:
otidjite new project->pa tab multimedia,-> allegro dll, pa prekopirajte ovaj kod i kompajlirajte,ako nemogne potrazite pomoc od mene...
otidjite new project->pa tab multimedia,-> allegro dll, pa prekopirajte ovaj kod i kompajlirajte,ako nemogne potrazite pomoc od mene...
Code:
#include <allegro.h>
#include <cstdlib>
#include <time.h>
int ball_x = 320;
int ball_y = 240;
int ball_tempX = 320;
int ball_tempY = 240;
int p1_x = 20;
int p1_y = 210;
int p1_tempX = 20;
int p1_tempY = 210;
int p2_x = 620;
int p2_y = 210;
int p2_tempX = 620;
int p2_tempY = 210;
time_t secs; //The seconds on the system clock will be stored here
//this will be used as the seed for srand()
int dir; //This will keep track of the circles direction
//1= up and left, 2 = down and left, 3 = up and right, 4 = down and right
BITMAP *buffer; //This will be our temporary bitmap for double buffering
void moveBall(){
ball_tempX = ball_x;
ball_tempY = ball_y;
if (dir == 1 && ball_x > 5 && ball_y > 5){
if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
--ball_y;
}
} else if (dir == 2 && ball_x > 5 && ball_y < 475){
if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
++ball_y;
}
} else if (dir == 3 && ball_x < 635 && ball_y > 5){
if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
--ball_y;
}
} else if (dir == 4 && ball_x < 635 && ball_y < 475){
if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
++ball_y;
}
} else {
if (dir == 1 || dir == 3) ++dir;
else if (dir == 2 || dir == 4) --dir;
}
acquire_screen();
circlefill ( buffer, ball_tempX, ball_tempY, 5, makecol( 0, 0, 0));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();
rest(5);
}
void p1Move(){
p1_tempY = p1_y;
if( key[KEY_W] && p1_y > 0){
--p1_y;
} else if( key[KEY_S] && p1_y < 420){
++p1_y;
}
acquire_screen();
rectfill( buffer, p1_tempX, p1_tempY, p1_tempX + 10, p1_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
release_screen();
}
void p2Move(){
p2_tempY = p2_y;
if( key[KEY_UP] && p2_y > 0){
--p2_y;
} else if( key[KEY_DOWN] && p2_y < 420){
++p2_y;
}
acquire_screen();
rectfill( buffer, p2_tempX, p2_tempY, p2_tempX + 10, p2_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
release_screen();
}
void startNew(){
clear_keybuf();
readkey();
clear_to_color( buffer, makecol( 0, 0, 0));
ball_x = 320;
ball_y = 240;
p1_x = 20;
p1_y = 210;
p2_x = 620;
p2_y = 210;
}
void checkWin(){
if ( ball_x < p1_x){
textout_ex( screen, font, "Player 2 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
} else if ( ball_x > p2_x){
textout_ex( screen, font, "Player 1 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
}
}
void setupGame(){
acquire_screen();
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();
time(&secs);
srand( (unsigned int)secs);
dir = rand() % 4 + 1;
}
int main(){
allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0);
buffer = create_bitmap( 640, 480);
setupGame();
while( !key[KEY_ESC]){
p1Move();
p2Move();
moveBall();
checkWin();
}
return 0;
}
END_OF_MAIN();
#include <allegro.h>
#include <cstdlib>
#include <time.h>
int ball_x = 320;
int ball_y = 240;
int ball_tempX = 320;
int ball_tempY = 240;
int p1_x = 20;
int p1_y = 210;
int p1_tempX = 20;
int p1_tempY = 210;
int p2_x = 620;
int p2_y = 210;
int p2_tempX = 620;
int p2_tempY = 210;
time_t secs; //The seconds on the system clock will be stored here
//this will be used as the seed for srand()
int dir; //This will keep track of the circles direction
//1= up and left, 2 = down and left, 3 = up and right, 4 = down and right
BITMAP *buffer; //This will be our temporary bitmap for double buffering
void moveBall(){
ball_tempX = ball_x;
ball_tempY = ball_y;
if (dir == 1 && ball_x > 5 && ball_y > 5){
if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
--ball_y;
}
} else if (dir == 2 && ball_x > 5 && ball_y < 475){
if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
++ball_y;
}
} else if (dir == 3 && ball_x < 635 && ball_y > 5){
if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
--ball_y;
}
} else if (dir == 4 && ball_x < 635 && ball_y < 475){
if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
++ball_y;
}
} else {
if (dir == 1 || dir == 3) ++dir;
else if (dir == 2 || dir == 4) --dir;
}
acquire_screen();
circlefill ( buffer, ball_tempX, ball_tempY, 5, makecol( 0, 0, 0));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();
rest(5);
}
void p1Move(){
p1_tempY = p1_y;
if( key[KEY_W] && p1_y > 0){
--p1_y;
} else if( key[KEY_S] && p1_y < 420){
++p1_y;
}
acquire_screen();
rectfill( buffer, p1_tempX, p1_tempY, p1_tempX + 10, p1_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
release_screen();
}
void p2Move(){
p2_tempY = p2_y;
if( key[KEY_UP] && p2_y > 0){
--p2_y;
} else if( key[KEY_DOWN] && p2_y < 420){
++p2_y;
}
acquire_screen();
rectfill( buffer, p2_tempX, p2_tempY, p2_tempX + 10, p2_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
release_screen();
}
void startNew(){
clear_keybuf();
readkey();
clear_to_color( buffer, makecol( 0, 0, 0));
ball_x = 320;
ball_y = 240;
p1_x = 20;
p1_y = 210;
p2_x = 620;
p2_y = 210;
}
void checkWin(){
if ( ball_x < p1_x){
textout_ex( screen, font, "Player 2 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
} else if ( ball_x > p2_x){
textout_ex( screen, font, "Player 1 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
}
}
void setupGame(){
acquire_screen();
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();
time(&secs);
srand( (unsigned int)secs);
dir = rand() % 4 + 1;
}
int main(){
allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0);
buffer = create_bitmap( 640, 480);
setupGame();
while( !key[KEY_ESC]){
p1Move();
p2Move();
moveBall();
checkWin();
}
return 0;
}
END_OF_MAIN();
Mozda im verzije idu unazad Hmmm tako je mnogo lakse resiti problem bekvard kompatibilitija
Potpis
His majesty Grand Duke of Shumadija and Western Pomoravlje
izmenjeno 1 put, poslednji put markozelenovic 12.01.2008. u 10:59
Izmene poruke
- markozelenovic12.01.2008. u 10:59zapis iz teksta poruke
hmmm