Here's it guys.
I'll bite the bullet and I'll start a huge project and I need a bit of your coordination.
I have messed around with 2d games, I created bomberman(clone) using allegro but it was 10 years ago.
I need some sources on animators(classes), resource management, how to build a basic window system for the dialog boxes in the game, e.t.c..
Collision? Not so important, collision is only for the clicks, think something like civ III.
Physics? Don't care, not a platformer.
I can't find relevant books. The ones I checked just teach you sdl and some simple shit.
I need to read about the basics of tiled diagonal terrains(e.g. battle of wesnoth) and I cannot find a good source.
Tools I will use:
Sdl2, no plugins, no h/w acceleration(not needed)
C++(check orthodox c++)
Algorithms: path finding.
AI: no idea about complex game ai. The game will have turn based battles.
Any help is appreciated and also shitposting is appreciated.
Finally, Jow Forumsamedev general for those of you who want to ask questions.
2D sprite based game dev
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unity? unreal?
Which pic are you talking about?
try /vg/agdg
Op here. Ohhh man, what a bitch. I had that pic 2 years on my phone.
Too complex for what I want to do, plus unnecessarily too much overhead for no reason.
If you're interested I could share the sourcecode of my personal project im currently working on.
Its in C# using XNA but you might be able to reverse engineer some parts from it.
I checked them about a year ago when I was doing a 3d engine with opengl.
They are in very primitive level, they use mostly game maker unity and unreal.
My questions have mostly to do with
>how to format save files
>how to minimize memory usage when creating the terrain
>is A* suitable for path finding?
>how should I register the clickable elements on the screen to have optimal cpu usage and easier management from my side
>...
As you see my problems are more specialized on the game design aspect rather than getting some sprites and digging into whatever scripting language the game engine offers in order to glue them together.
That's why I phased out unity, unreal, godott and I am aiming for sdl.
I want to check also how to implement the scripting language running on my engine.
Why start from scrarch? I have an engine where I can get some elements for the game, so I am not starting from scratch.
Also, some game engines don't let me get as agile as I want.
Thanks man for the offer. I was looking for the theoretical aspect of the game programming. Not that I don't want your code, but there are a lot of games out there to check.
One question that I couldn't answer with checking quake's code was: should I use skeletal animations or not?
That's the part where I left my previous 3d graphics engine because I created an .obj parser and stuck 2 weeks trying to find a decent source on animations. Shit hit the fan, lost my free time due to more work and the project is on a hdd for almost 1 year without changes.
rawrr xD
>start a huge project
lol, fail with a small project first
I said in my first post that i have already made bomberman using nintendo's sprites and I run it under linux natively.
I have a 3d graphics engine using opengl, that supports several rendering features but has stuck in the animation part.
All of those projects are eound to 10k loc each.
By huge I don't mean loc, but complexity. Implementing A* for path finding could take you a couple hundred loc, this doesn't mean that its complexity is comparable to any other 200loc program.